This was precisely the reason that the original Shard of Readiness was nerfed. You can be pretty sure that this shard, which creates exactly the same problem, will never make it into the game. It was something like "Dive --> SoV --> Dive --> SoV --> Dive --> SoV --> Dive --> SoV --> Dive --> PU, PU, PU" == enough damage to kill an FG all on one turn. That deck had something like a 69% winrate and that was BEFORE Precog, which would speed up the deck even more.
I was not familiar with that, Essence, thanks for the edification. On the one hand, I am in favor of cards that that get away from long SoD battles where one side slowly wins with quinted creature(s), more HP regen, or worst of all, deckout. Cards like Air Blitz, or clever and timely use of Explosion, Steal, and Black Hole, are a lot more active and exciting than throwing out a deckful of "always on" or gradual-growth effects and hoping you have more/better ones than your opponent.
On the other hand, trivializing FGs is no bueno. Changed the card. Thanks for the feedback.
Also, based on cards in the Reliquary, it looks like Zanz makes major changes sometimes even if inspired by a player submission. So I figure that, even if maybe my Darkness shard is underpowered and my Air shard is overpowered, I might still have a shot at permanently leaving my mark on the game! Which is pretty sweet.
I like your
shard for being a hybrid of the "active" and "sustain/always on" styles like I mentioned above, and I highly agree that the game needs mass PC. We already have mass CC, and some of those Arena decks with their piles of Bonds/Sancs/SoDs are really "abusing" their doublesize deck advantage.