Red
Shard of Malevolence 3 random
Spell
Opponent's max life is decreased by 5, and your max life is increased by five.
Orange
Luminous Shard 3 random
Permanent
At the end of each turn target creature gets +1/+1.
Yellow
Shard of Vigor 3 random
Spell
Increase your mark by 1.
Green: Gratitude
Blue: Divinity
Indigo
Shard of Wisdom 3 random
Permanent
At the beginning of each player's turn that player may draw an extra card.
Violet
Shard of Devotion 3 random
Permanent
If a player would be dealt damage by a non-creature source, instead heal that player for the same amount.
Avatar of the Crystal 20 random
Creature
~'s Health is equal to your max life/10, and it's attack is equal to that number + 1.
Play with your hand revealed. As long as you have 7 shards with different names in your hand you can't lose due to having 0 cards in your deck.
Not to be too much of a downer, but I think having all of these shard color combos would be... overwhelming? I agree with shards being rare, but some of these make the word 'rare' a little of an overstatement if they can be won through the oracle or an upgraded card from a false god spin.
Red is a life-leech effect that's partially useful against decks with Shard of Divinity, but it would (as others have said above me) be negated by 2 SoD's which could be played simultaneously. I think effects that lower the opponent's overall health is generally a bad idea as spells or permanents, but then again, for this effect, it's somewhat underpowered - the 'life swapping' idea is nonetheless pretty cool.
Orange simply gives everyone momentum (without the shield penetration effect) every turn, which isn't that exciting. With an Otyugh out, it could be easily abused. If this stacks, it's
definitely going to be a problem. (Imagines +6/+6 to every creature per turn)
Yellow is too cheap.
Marks are extremely rare cards that should only be earned by tournaments (I'm a newbie here, and as much as I want a Mark of Time x3, it's not going to happen anytime soon, which I accept). This would be heavily abused by everyone against the false gods and each other in PvP tournaments/games.
Can you imagine a person with Mark of [insert element] x7? Tell me that's not overpowered.
Indigo is a Golden Hourglass but reworked into a shard for both sides. Not very fun in my opinion. Violet on the other hand, is an absurdly -strong- card, equivalent to any of the shields that reflect spell damage (Jade/Emerald Shield, Solar Buckler, etc.). I don't know what to think about the 'Avatar' shard...
Overall, most of the shards I feel don't seem to fit into the game as is (since they give overly ridiculous advantages if played at the beginning of the game). Shards of Gratitude can be countered with high damage, and Divinity can be simply viewed as a health boost preventing the inevitable (like Stone Skin). The red shard (
in my opinion) is the shard with the best chance of going through, and the most likely to be used/implemented, so focus on that one. Trying to get shards for every single color - as much as I love rainbows, hint hint, XD - will be exponentially harder to do than choosing one you'd think would make a good game mechanic.