the main issue i have with this card is its consistency and reliability. in a 30v30 deck the only way to beat it is with a rush deck. remove it is by spending a control card such as explosion or steal. the problem here is that darkness often runs 6 of these or none of these. when they build a mono darkness deck around this card theres often more cards which are more threatening and PC expenditure worthy such as a mantle or stilleto which are the more immediate threats.
right now mono darkness is very powerful due to it having both a strong shield, weapon, and great synergy with its permanent shards.
im specifically looking at the 6shard/6pest/mantle/stilleto/6steal/6vampire/nightfall/6drain life/few dragon deck.
it has great sustain with its vamps and stilleto, and mantle makes rushes extremely difficult outside of a fire rush deck that runs multiple explosions.
pest ensures your opponent is behind on their quanta and able to play less cards and it slows your opponent down.
mantle can stall for many turns with some good ol RNG hax.
and vamps further slow down rushes into healing a ridiculous amount of health over time.
the addition of shards gives the deck the ability to put down slow decks entirely just by reducing the enemy's max hp by a substantial amount every turn. (upwards of 10per turn) making sure the opponent will always lose by turn 10 from any source of damage.
my major concern here is that there aren't enough cards that can reliably deal with shard of void, the counters are limited to steal, explosion, and shard of divinity, however sod only counters so many turns of shard of void.
overall i think there should be a change to limit the number of turns SoV can activate for, such as a maximum of 3 turns.