Soradyne Laboratories: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | Soradyne Laboratories — Home |
Code: CW05 Active?: true History: [-] Add your comments: |
Soradyne Laboratories: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | Soradyne Laboratories — Home |
Code: CW05 Active?: true History: [-] Add your comments: |
Stronger than other cards of this type that I've seen before. Multiples in draft would be very annoying, it's the kind of card I would pick.
And probably too strong. For W you're nullifying any creature P>2 and any other creature with P=1. There is no reason not to pick 4 of these and grind out every game, especially with removal at a premium, which it always is.
What would you suggest to adjust him? Mana cost up to
? Activation of 
?
Maybe both. All I know is that if I can start clamping down and gaining life on turn 3, I'm doing that because there is virtually no way a draft deck is going to put enough pressure on me by turn 2 to make this card unattractive.
I'd raze the Activation then you have to balance using him and playing something on turn 3,4,5. Do I play this guy or do I save mana to activate this guy.
Bumped up activation cost
P/T adjusted to make more unique among W commons.