Mini logic explanation:
So I've always noticed that the way damage and/or healing done to players can be a bit slow to animate, but it turns out the hp bar isn't just a visual aid, and calculations can actually be done in the wrong order if +hp/-hp effects are triggered slower than the engine goes through the cards. Here's what I mean:
Bug:
I had 78 hp, 6 shards (posssibly 5, but not 4), and a pulverizer. It was my winning turn and I had enough damage to bring my opponent to a low-enough hp, heal from shards for 100 life, and then have him die from the pulverizer. However the game ended with me having 98 life (and no elemental master award) because the pulverizer finished my opponent before my shards finished healing me, for reasons explained in above spoiler.
Also, this can be reproduced by having 5-6 shards and a weapon (seeing the weapon strike before the heals finish), it does not have to be a game-winning situation.
The fix idea:
Seems like if healing effect animated faster faster would fix this (chances are you know what's going to heal you anyway so you don't need much time to see the numbers go by), or have damage-causing permanents wait until all of the healing effects are finished before triggering an attack.