There has been some criticism of my entry's balance which I am going to attempt to address here.
First - I have clarified a bit of ambiguous text on the entry to make the effect more clear. The card is intended to only impact cards that are in play - not cards in the hand, deck, or graveyard. Hopefully my word change has made that more clear and fixed the ambiguity of the original text.
Now, on to the balance.
As people have pointed out the card does empower a lot of crazy shenanigans. Things like Undead Corruption + Zom-B-Gone to clear a zone, or CTA, Stumble, Exhaust, or one of many other single purity abilities. Some people may have overlooked the fact that these cards are enabled for both players, rather than just the one controlling the Artifact. But all that aside, let's look at this card in the overall larger context of two and three card combos in Infinity Wars.
First I would like to compare this card to Mass Death + Ling Bao's Will. This is a two card combo that costs a total of 8 resources. This is comparable in many ways to trying to play Contained Parallel Convergence the same turn you attempt to take advantage of it's ability. With the Mass Death/Will combo, you frequently will just instantly win the game - provided you can make the correct prediction and your opponent fails to play around or respect those cards. Contained Parallel Rift, at it's strongest potential, mirrors that ability, but in no way exceeds it, and in many respects falls short.
If you try and use this card to combo out on your own characters (say via Upgrade + Swift Strikes) you have set yourself up for a nasty Death Ray predict from the opponent (or Stumble, or CTA, or etc) where they kill or remove all of your freshly buffed characters. Basically every deck in the game runs Abilities in one form or another, and while the player who plays Contained Parallel Convergence can obviously craft their deck around it a little more than the opponent, there is no deck in the game that is defenseless against this card.
Upgrade, in particular has been pointed out as a very strong combo piece with this card, and one that you naturally would want to run in a GI deck anyway. And, yes, it is in fact a strong combo. However this is the same faction that has another two card combo, CTA and Lucca, which already has a stronger impact, and applies to all of your characters simultaneously, rather than simply all of them in your assault zone. It also costs one less resource to pull off.
Removal based Abilities and Abilities that target enemy characters are obviously much more impactful with this card in play. It is important to keep in mind, however, that often when playing this card the other player will get the 'first' activation off of the artifact, as it does cost five resources, and unless you are playing it very late game it will often be unfeasible to combo it the same turn you play it. Even late game if you play it into a Death Ray you will still lose all and any troops that you intended to combo out with. This is important to note because unlike many of the combos that currently exist in IW (say magic siphoner on off priority) there is actually a very reasonable chance that the enemy player can predict and respond to any combos involving this card.
Further, this card emphasizes the zone based play structure of Infinity Wars, and rewards successful predictions. Even with this card in play and Death Rays in the hand of both players you need to successfully predict not only where the primary ability target will be, but the placement of any other characters that the player has in order to get maximum impact out of each card. In other words this card promotes strategic and deep play in IW in a way that few cards do now. Both players additionally have 'outplay' possibilities where they can separate high priority targets into zones by themselves, isolating Abilities to reduce the impact from the opponent's play.
In other words, this card opens up new avenues and lines of play for both players. It changes the dynamic of the mind game that is ever present behind the scenes in IW, but does not circumvent or lessen this mind game, and in several ways makes it deeper. It obviously fits the challenge criteria in being a card that will have an impact on the meta, and, in my opinion at least, the card would be a helluva lot of fun to play and to play against.