I haven't commented on your card because i didn't looked at it until i posted mine (to avoid being influenced), and then i've had other things to do!
Finally i'm finding a couple of minutes to see your card!
The mechanic of Frail Clock is very original, i like it. I'm not sure if it's too powerful, played on the right card it could lock the opponent for the rest of the game. If you plan to develop this mechanic further, i'll add a turn counter, like phase shield.
This way you can even lower the cost, and make it more playable.
On Old 'Piece: since the effect carry over on opponent's turn, i think you can lower the activation cost. Even if you can use ability twice, you still have to pay for them, so this is less powerful than Shard of Readiness.
I'd take out the bonus for Time ("only one card can use its ability unless it is
") since it's forcing you to raise the ability cost, and then i'd lower the cost to
.
Nice cards, anyway. This rounds the requirements were very hard, but i think the hardest one was the CURSE!