What my thinking is, like 2-turns sundials to 1-turn nerf, SoSac should protect you only 1 turn.
Sundial+SoSac is 18 turn protection now, and SoSac is too hard to counter, even harder than the sundials.
The cost of a sundials never even close to SoSac, 40 hp + 0~825
is way more than sundial would cost, and now sundials offers a draw, plus shards meant to be at the slight better side. ,SoSac must offer a way better protection than Sundial to not being UP, in prefect circumstance it offers 3 turns (2 turns plus the amount is healed, which happens when your opp. dealing between 40 damage to your max hp -40 per turn).
I can agree that SoSac is hard to counter, only at right circumstance.
In PVP2 I think at least half of players know how to counter SoSac or at least not allowing it chain well with their decks, in Arena I also don't see SoSac decks lasts good enough.
SoSac is limiting itself petty hard, when facing decks with slow damage (<20 damage/turn), you can't chain SoSac well unless you got other means to heal (that is why SoSac almost always stick with SoDiv, you will fail a lot without SoDiv).
While facing decks with extreme slow damage (<10 damage/ turn), deck can temporally slow their damage below this rate or not dealing damage every turn, SoSac basically not helping at all.
Plus SoSac make you really prone to QC, unless you are a loyal Death user.
I basically thinks SoSac is a powerful double edged card, close to balanced if not already, one must weird and counter with wis over raw power, it is like a more advanced version of Dim-noob shield (No offence, but noobs tends to overrate Dim-shield, while more advanced players tends rate it fair).