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Recent updates to Soradyne Laboratories: (Generated at 2025-07-07 12:23:41)
I agree that the concern is not rules. (And that monopoly houses will make great counters.)
What Alex describes is definitely the problem, if anything. I think it's much less evident than it might be because (i) you rarely will get your land destroyed (ii) even if you do, your lands are unlikely to have any other sort of counter on, and it's unlikely to matter which you tap unless you know you're about to play another development land (iii) lands are easier to keep track of (iv) you may well play another land.
So it's definitely a potential problem, but it may or may not be an actual problem.
The chance of playing another land that cares about the counters is what I meant by a "major" theme. If that's fairly likely, and keeping the counters around is not too onerous, then it's not a big problem. If you may only have one development land, it would be much more annoying, except then, you're probably much less likely to have it destroyed, so it doesn't matter as much.
Besides, little Monopoly houses and hotels on my lands look awesome.
If this gets MaRo riled up and talking about this the next time I see him, I'll have at least gotten that much right.
I don't think rules junkies would care. But I suspect MaRo would have a "smoothness of gameplay" objection, something like: I've blown up both your Districts. But you still have to keep the developed-Plains separate from your other Plains, and the developed-Forest separate from your other Forests, just in case you manage to draw another card that makes them relevant.
It is a judgment call; you could end up deciding it's okay. But be aware of that one possible objection.
I think that in the context of the set, it has some novel purposes. It's a decent sideboard card against Mindstrikers; the nature of the ability allows me to give them a more aggressive P/t, so they can make for some dangerous blockers on defense. This provides temporary disincentive that can allow a vulnerable attacking squad through.
Used on offense, it opens a window for Feint effects. The lowered cost — at your suggestion — makes it that much more effective for this.
Yeah, I like this version. It isn't too strong, since your opponent normally has the choice, but I can just imagine them squirming :)
I don't know that I'd call it a "major" theme. At this point I see a cycle of uncommons and perhaps a mythic (representing the Debronian capital city, or maybe the Soradyne Corporation Building... Or maybe both).
In the long run, I'm seeing potential for cards in any eventual follow-up sets to also use "developed" lands. The potential for rich story-and-game linkage here is just really deep, and if the stranding of counters is permissible, very easy to execute. Still, I'm concerned that rules junkies are going to go apeshit over this kind of device.
There are a few cards that leave a counter that has or represents an effect (Aven Mimeomancer, Obsidian Fireheart), and many that deliberately end the effect and remove the counters. I can't remember if there are any that leave a counter that may have an effect later but doesn't at the moment, but so long as (a) you put them on lands, and (b) it's a major theme of the set which lands have them on, I'd think it's probably fine.