Soradyne Laboratories v1.2: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
CardName: Quantum Aetherconduction Cost: 4UUU Type: Enchantment Pow/Tgh: / Rules Text: When Quantum Aetherconduction enters the battlefield and at the beginning of your upkeep, exile the top four cards of your library. You may look at those cards, and until end of turn may play one of those cards without paying its mana cost. At the end of your turn, put the exiled cards on the bottom of your library in any order. Flavour Text: Set/Rarity: Soradyne Laboratories v1.2 Mythic When Quantum Aetherconduction enters the battlefield and at the beginning of your upkeep, exile the top four cards of your library. You may look at those cards, and until end of turn may play one of those cards without paying its mana cost. At the end of your turn, put the exiled cards on the bottom of your library in any order.
|
Code: MU01 Active?: true History: [-] Add your comments: |
And there's no way a blue deck using blue abilities could possibly ever stack their library to break this, right?
I'm not saying this is bad, but every time I see the phrase 'without paying its mana cost' in Blue, I know: bad things will come of this. It's mythic and it's crazy but these are some dangerous waters.
Also, this should probably be 4UUU.
No doubt it'll get broken like a balsa chair under a fat man. The tools are all here in the set already, and at common even. Still, I think sets need an occasional card like this that just doesn't give a damn.
The one thing it makes me see though is that I probably ought to find a place for an extra common or uncommon enchantment killer.
I don't know; I think those tools should actually be reserved more for D47. The battle set should be better at destroying things and it would allow players to have at least a few months to play with their toys.
But come D47: Fuck this shit.
After a bit of juggling, I think I've found a way to fit some enchantment/artifact removal into white. The 2/3 vigilance guy makes way for a "sac to disenchant" dude. Vigilance shifts onto the white Evidence scout and he loses a point on the toughness. The Chaplain gets an additional toughness, making him a 1/2 with a combat trick for 2 mana.
I think this is a correct move, though we'll see if it holds up through the gauntlet.