Soradyne Laboratories v1.2: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
CardName: Soradyne Fabricator Grid Cost: 7 Type: Artifact Pow/Tgh: / Rules Text: {2}: Put a charge counter on Soradyne Fabricator Grid. {T}: Search your library for an artifact or enchantment card with converted mana cost equal to or less than the number of charge counters on Soradyne Fabricator Grid. Put that card onto the battlefield and shuffle your library. Flavour Text: Set/Rarity: Soradyne Laboratories v1.2 Mythic |
Code: MA02 Active?: true History: [-] Add your comments: |
I think you could have that 2nd activation cost put the card into play. 10 mana to put out a Rancor is fair.
I suspect that for a mythic and the time investment needed (accumulating charge counters), the costs could come down a hair and it would still be safe to put the toys straight into play.
Turd. Auras screw up the "into play" option. If they don't have a legal target, they can't go into play.
That doesn't really matter, they just go to the graveyard instead.
Or are you just worried about upsetting all the idiots who search up aura without legal targets?
Right now, going by the "is this awesome?" metric, this card is distinctly not Mythic. Aether Vial may be all kinds of banned and broken, but if this card isn't even within reach of doing something that Vial could do, it just ain't worth it.
So we go with the "into play" and hope that people learn from their mistakes should they make them.
I mean, look at it this way:
If you have no legal targets for an aura, why are you searching for an aura?
If your legal target gets killed with the ability on the stack, you now have time to change your mind about what you were getting; if you don't change your mind, why are you looking for an aura?
If the player persists and chooses to actually search up an aura for no reason whatsoever, the ability resolves, the aura sees no legal targets (assuming neither you nor your opponent has one), and then it goes to the graveyard.
There was a similar instance recently where, in a Grand Prix, one of LSV's opponents tried to do some action, like Green Sun's Zenith with Grafdigger's Cage on the board, and LSV just looked at his opponent and "yes, that resolves." His opponent just stared into space for a bit and realized he had just paid
to shuffle his library.
Dumb things happen, and it's not the cards fault. Yes, you want to avoid an abundance of cards that can produce that effect, but if I had to choose between "make this awesome" or "let's eliminate all potential feel-bad moments", I would always choose the former.
The end result is that this card costs 10 mana and a turn to even put out a 1CC card.
It is impossible to break at this point and is, for a mythic, underpowered.
Okay. This still costs 9 to pull a 1cc, but works on the first turn — and can pull Memnite, Ornithopter, and the Moxes. Screams busted, but what the hell. For seven mana (hello, Urzatron), go big or go home.
If the best you can do for paying 10 mana is get 3 mana of any colour... yeah.
It's good, it's gonna rock if it ever actually goes off. But it's too big and slow and probably never will.
The turn you play it you fetch a 0-drop artifact, like a Memnite. The next turn you juice the Grid and fetch equipment or an aura. After that, pretty much anything goes.
And in Modern, the first thing you fetch is Voltaic Key.
If you're a big mana Tron deck, the first thing you're doing is casting Emrakul and winning the game.
That's not a knock on this design, because I think it'd be foolish to really approach this from the angle that it should be built for constructed. I'm just reiterating Vitenka and Dan: there's nothing busted about this. It's flavorful and it's powerful, but it's not broken. And that's a good thing.