Knowledge
-attacks act like spells, does this mean it bypasses shields, except reflect and jade?
-the +2/+2 seems too card dependent, quint, aether nymph or anubis to gain this bonus, meh
Freedom
-so for best effect, only have 3 creatures in play, which means they get targetted by any CC, and if you play more, the bonus goes down, eventually leaving only the end creatures with the minimal bonus, meh
Detachment
-needs to become a creature instead, with 1 attack and 1 hp, OR instead of the cost converted to darkness, it stays what it is
Resilience
-might be better to go 1% per quanta, that is if the effect is cumulative. 40% chance per shard mind you, but still a possibility to block 6 dmg from each source is a bit much just from shards, shields don't block that much and are limited to 1 in play at a time
-another possibility is to increase the chance by 5% for every shard of resilience in play, so 2 equal 45, 3 equal 50 etc, and the damage is reduced by shards in play divided by 2, so 6 in play blocks 3, 4 blocks 2, 2 blocks 1, rounded down, but 1 shard still blocks 1 dmg
Determination
-i like this one, but is the damage every turn or just one turn, if it is just one, the damage itself is pointless, but this one seems the most balanced and useful
Intuition
-this would be a good card, but it would have to affect both players. to give one player the ability to fill their hand is too over powering, especially if it stays in play, even a one time use is still too over powering for just one player, even if it is random cards
Balance
-there were far better submissions than this one, even mine, and i even like 2 others more than mine, but this one is just bad. not only is it clearly over powered in every aspect, but the name does not match the cards ability at all. it should be shard of imbalance. this would never be put into the game no matter how many turds vote for it, you play 1 of these, then 2 super novas, then a black hole and a creature costing 4, your opponent now lost a possible 47 quanta. anyone else see the problem?
Restraint
-too over powered. the ability to freeze ALL non pillar permanents for a possible 25 turns is wrong. not likely to ever be 25, but since it is easy to get 5-6 water creatures out, you play this shard and now your opponent can no longer use their weapon, shield, hourglasses, shards, sancs, bonds etc for 7-8 turns, and they are frozen, this is a spell type shard not a permanent, so the effect is there until it runs out. another bad shard that should never be added.
i refuse to vote for any of these based on the fact that some are clearly not balanced yet moved on from phase 1. voting on overpowered cards will not get them into the game any sooner than never, people need to stop and think about what they are voting for before voting. bad is bad.