Suppose I have this ScriptableObject to represent a list of cards:
using UnityEngine;
using System.Collections;
[CreateAssetMenu(fileName = "CardList", menuName = "Inventory/List", order = 1)]
public class CardList : ScriptableObject {
    public string[] cardName;
    public Sprite[] cardSprite;
}
Then I create the ScriptableObject and fill it with all my cards information.
Is there a way to modify this code so that any script have access to it statically? For example, is it possible to give CardList a singleton behaviour?
I don't want to create another class, it would be easy to create  a ScriptableObjectManager that could reference CardList. I'd rather call something like CardList.instance.cardName[i] directly.
 
    