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CardName: Silas Romer Cost: 4GG Type: Legendary Creature - Giant Wizard Pow/Tgh: 5/5 Rules Text: Whenever Silas Romer attacks, untap all lands you control. *Evidence* — When this card is put into your graveyard from anywhere, unless target opponent pays {1}, look at the top card of your library. If it’s a land or creature card, you may reveal it and put it in your hand. Flavour Text: “I need you to find Broadmoor”, spoke Pinn. “And Romer? No one else can know.” Set/Rarity: Soradyne Laboratories v1.2 Rare

Silas Romer
{4}{g}{g}
 
 R 
Legendary Creature – Giant Wizard
Whenever Silas Romer attacks, untap all lands you control.
Evidence — When this card is put into your graveyard from anywhere, unless target opponent pays {1}, look at the top card of your library. If it’s a land or creature card, you may reveal it and put it in your hand.
“I need you to find Broadmoor”, spoke Pinn. “And Romer? No one else can know.”
5/5
Updated on 28 May 2012 by SFletcher

Code: RG05

Active?: true

History: [-]

2012-04-11 02:54:12: SFletcher created the card Silas Romer

Being able to untap lands wreaks havoc on things. This probably has to cost 6.

He's a 5/5 Legend with no other relevant combat ability, I wouldn't be concerned about his cost. Sword of Feast and Famine is a beating, but that doesn't make this ability dramatically dangerous.

­Bear Umbra is the same story.

Bear Umbra isn't a 5/5, requires a creature to carry it and is easier to disrupt. If you've ever been on the end of a Sword of F&F, especially in a format like Commander, then you're probably aware of what happens when someone gets two full main phases.

It's stupid good.

I'm quite positive that balancing cards for Commander is the least concern anyone should have. When Necropotence and the League of Degenerate Combos hang out in a format with infinite tutors, worrying whether your design can produce a bad situation in said format is just not worth your time.

In tournament formats, this is just another dude who can be killed. I don't necessarily like that that's the case, but it's the truth. Be glad Sean isn't churning out 5/5 fliers with hexproof and an ability that tells you to go cry in a corner.

I keep hearing and reading all over the place that green gets the shaft every time. And maybe Houlding's right, maybe Romer is just one-turn removal-bait. But I'd like to think that there are still cards that can be designed that make people want to play forests in a constructed deck.

Maybe Bombshell would like it better if it's "Untap all Forests you control"?

I could see it either way, or even having him untap a specific set number of target lands.

Throwing it to the committee for consideration.

(I still think the “all lands” is pretty sexy though.)

All lands is better if for no other reason that it is less confusing and this particular set has no reason to glom onto a land theme like that. (Shadowmoor or Zendikar might, by way of contrast.)

That said: the conjecture about what I would or wouldn't approve of is unnecessary, since I will happily speak my piece.

My piece is simply this: In any environment that isn't pro-level, this card is an absolute beating. Getting to untap all your lands is essentially a Time Walk and since most decks peak out at 5 mana, being able to cast 2x the number of cards in a single turn is a Pretty Big Deal.

Even at pro events, this is fairly sick. That might be OK but the power creep here is, I believe, pretty high and given this creature's size and abilities, putting it at 6 mana might be more appropriate.

On the other hand, having a really serious beater at 5 mana could be invaluable as a selling point for Soradyne and be one of those Big Deals.

I meant that as "[maybe it would be better] if it's 'Untap all Forests you control'?" I only put your name there because you were the other party in the conversation, not as some smugly derisive insinuation.

As to the card, all I really know is that in competitive magic Sword of F&F is playable and Bear Umbra isn't, and the primary distinction (in my eyes) is that Sword of F&F also grants very relevant Protection abilities. You could argue that since it triggers off attacking, like Umbra, this guy has a form of Pseudo-protection. But since he doesn't have haste, like the premier Green guys these days (Vorapede, Vengevine, Craterfoot Behemoth), I seriously don't see him doing all that much. And if you really want to compare its effect to a Time Warp, note that Time Warp is very reasonable at 5cc, enough so that it was really only played in narrow combo decks with ridiculous card filtering.

And in EDH, Green mages already have goddamn Seedborn Muse to do any number of preposterously annoying things.

Sword of F&F is a beast because it doesn’t go away when the creature dies. Bear Umbra was effectively neutered by a Terror.

Well, saying that Equipment is better than Aura for that reason is just an understatement. Angelic Destiny is only SOMEWHAT playable, and that's only because it returns to hand. Outside of the reanimation aura, like Animate Dead and its ilk, I can't think of too many tournament-playable aura. Armadillo Cloak? Rancor? I don't know.

"As to the card, all I really know is that in competitive magic "

Right. The point I was making is that in places where people aren't playing competitive magic-that is, many, many places-this card is pretty sick. Time Warp, while being reasonable at 5CC isn't attached to a 5/5 body and isn't as repeatable nor as recurrable. Suggesting that there is a similarity between Seedborn Muse and this is incorrect because Seedborn Muse doen't allow for extra sorceries to be played when its ability triggers.

But Houlding's point that preposterously annoying things are possible b/c of the Muse holds just as much, if not more weight here because now, instead of having an untap on each opponent's turn, you get it on your own.

Doesn't mean it should be changed: I do value cards that have big impacts. But the fact of the matter is, this card represents a very powerful concept and should be handled as such.

2012-05-26 14:57:28: SFletcher edited Silas Romer
2012-05-27 00:08:16: SFletcher edited Silas Romer

This guy will win games. He's not invulnerable, he's not unstoppable - and some games I'll be able to win against him even with my opponent getting to cast twice (maybe they don't draw anything good; maybe I'm far enough ahead)

But most games; he arrives, and the game is won. And green can drop him on 3. Even in a less than perfect deck, it can reliably do so on four and slap on protections the turn after. He's very very very good.

I'd probably want to bump his cost to 6; it doesn't change his effectiveness much at all (mana? In a green deck? I'm shocked; shocked!) but puts him at that perceptual hump of "This card is big enough to flat out win games for you if you can keep it alive"

Anyway; I approve. It's a very big, very green, card. Sadly, its destiny would probably be to power your non-green doom combo (because to get really good use, you need lots of attack phases and extra card draw, and green doesn't do those things)

Okay, I give. We'll push him up to a 6 CMC. I don't think it'll have that much effect on people wanting/not wanting to put him in a deck. Plus with the updated green Evidence trigger being just short of “draw a card”, it's probably the right call.

As for wanting to use him with more attack phases, see General Eli Marrick.

2012-05-27 13:47:28: SFletcher edited Silas Romer
2012-05-28 23:28:55: SFletcher edited Silas Romer

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