I took the concept from that thread up there, but noticed the discussion there had ended abruptly without any card proposal, so i made mine and mentioned the link ofc. And even if it wasn't necro, i'm not allowed to post there. I'm just trying to save an idea that i found interesting.
The Chain mechanism is also strategically interesting. Right now, only SoI promotes keeping many cards of the same type in your hand for a later, greater effect, and it does it in a sub-optimal way because:
-drawing more SoI's than you wanted can screw up the type of Shard Golem you were aiming for, but you still need enough SoI's to be able to play Shard Golem at all
-the way you pay the cost and empty your hand in one cast promotes early-game Shard Golem rushes, everything else is likely to fail.
Why not triangle numbers (1,3,6,10,15,21) rather than powers of 2 (2n-1: 1,3,7,15,31,63)?
Aka increase by 1 rather than double.
Looks like a good balancing formula to me, for those stronger type of effects. By now i have all the effects of my upcoming Chain cards written down, i might just use your formula for some of them.