Overall I'm very pleased with the change! Just a couple comments - it does virtually nothing to change the Shard Golem decks that are around. I was still getting consistent 5 ttw with a version of the deck. I love the effect on Focus, Sacrifice, Readiness and others. However I think it removes nearly any usefulness from Gratitude - I'd suggest a small change to the card - instead of providing healing have Shard of Gratitude increase all healing effects on the owner by 3, 5 if their mark is - this gives is good synergy with other life healing cards - as well as light's healing arsenal, it makes Sanctuary a beast, but forces a duo.
If shard of integrity costs 4
, that deck will need 2-3 turns to even play a shard of integrity. That'll slow the deck down by at least 1-2 turns, since right now you usually get a golem out turn 1 or turn 2.
If shard of sacrifice does cost 1
now, then I see less problems with it. It will prevent splashing it in any old deck you want like you can now. You could still use your mark to produce death quanta or something like that, but at least then there's a design cost, and it's exactly the same as using your mark to splash fire for explosion or darkness for nightmare or aether for lightning or whatever else you're doing, which means less quanta for your main element.
Interestingly, while the divinity/sacrifice changes kills the traditional, superior splat deck, it doesn't kill pillarless splat much at all. You'd have to swap out shards of divinity, but you could leave the rest of the deck pretty much intact. You could use something like sundials or holy lights or various utility cards in their place like purify.
Shards of focus, readiness, and sacrifice should be largely fixed, and those were the ones warping the game the worst in their current incarnations. Shard of focus was in all kinds of decks that it simply didn't belong in, and I'm really looking forward to this one. It also stops instosis, which means people won't be able to sleepwalk their way through FG wins anymore. It does hurt a few other decks, like using SoR in monolife with mitosis/dragon, or using whatever nymph + SoR, but even there you could run a duo with time.
I'm not yet completely convinced that changing the others would be for the best, but I'm willing to give it a try. Shard of patience is still making me nervous, in large part because of decks like the ball lightning/fractal monoaether with SoP off a water mark deck that blacksmith posted earlier. I just don't want to relegate some of the other shards to the scrapheap. As someone else mentioned earlier, what if we moved those three worst offending shards to their respective elements, perhaps renaming them to something unshardlike, and created new shards to replace them? That, of course, requires more work, but might be the best solution. Having 'other' cards is not a bad thing for the game; it's when those other cards are broken in half because they are other and not in a specific element that it's a problem. Think what would happen if pulverizer, or eternity, or owl's eye, or steam machine cost 'other', They're balanced cards in an element, but would be ridiculous if they cost other quanta.