To both:
Shard of Void is considered to be the weakest shard in PvP. What change is needed (may it be a new card or a change of meta) to make it more useful without changing the Shard itself?
Excellent question! Shard of Void is an interesting one. With six of them on the field backed by a Darkness mark, these shards can single-handedly take a 100HP opponent down to 1 in six turns, then a single Drain Life or a swing from a Vampire Dagger can take the win. With their low cost, it's not unreasonable for several to come out in the first two turns.
The most interesting feature of Shard of Void is that, with the exception of Stone Skin and Shard of Divinity, it greatly reduces the impact of enemy healing. Sanctuaries and Miracles become useless when the user's maximum health pool is falling every turn. It isn't stopped by Sundial or Dimensional Shield, and can be an excellent choice in sharded play when stall decks are expected.
The trouble is, in shardless environments like War or most weekly tournaments, this card obviously gets no use at all. In sharded play, more effective options for both stall and rush/control/domin deck types almost always exist. Mono Darkness doesn't have the stalling support necessary to make SoV work in restricted Darkness play, and they are typically overlooked when building Light or Life duo stalls such as Siphonary or an SoG stall.
For Shard of Void to see more use in current PVP, it would need a more effective synergy with Darkness. Shard of Divinity is extremely effective when combined with Miracle, Shard of Freedom has excellent synergy with any airborne creature, and Shard of Sacrifice provides Death with huge stalling power without restricting its quanta generation. Shard of Void just feels... like it's been placed there. Even with six upgraded versions available, there typically isn't much incentive to take these shards - most users would rather just bring more Dragons or more control spells.
Without trying to make too much of an overpowered suggestion, if Darkness had a secondary way of benefiting from the maximum life reduction, such as a card like this...
Spoiler for Card Idea:
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NAME: | Disharmony
| ELEMENT: | Darkness
| COST: | 5
| TYPE: | Permanent
| ATK|HP: |
| TEXT: | All positive or negative changes to the opponent's maximum health pool also heal you for that amount.
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| NAME: | Acrimony
| ELEMENT: | Darkness
| COST: | 3
| TYPE: | Permanent
| ATK|HP: |
| TEXT: | All positive or negative changes to the opponent's maximum health pool also heal you for that amount.
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...I can guarantee Shard of Void would get more use in sharded play. This card would also be a deterrent to Shard of Divinity or Stone Skin decks. The wording might be a little iffy, but my idea is that if the opponent uses Stone Skin for +75 maximum health, or if he is hit by Shard of Void for -3 maximum health, the owner of this permanent is healed in both situations, for 75 or 3 respectively.
Without the introduction of a new card, a change in meta with less rush/control decks and more stalls would probably give SoV a more suitable environment to be used in. If it also healed the user for the amount of maximum health it drained, I imagine it would get a lot more usage, but at this stage there just isn't enough incentive to take it in most competitive matchups.