Soradyne Laboratories: Recent Activity
Soradyne Laboratories: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | Soradyne Laboratories — Home |
Recent updates to Soradyne Laboratories: (Generated at 2025-07-07 14:17:33)
Wow those are awesome abilities! I've always wanted abilities like this more often that are more tricky mana acel for green not just the same old land search / mana tapping spells / abilities.
Until end of turn? I guess it's sort of implied by "dealt damage this turn" but not sure how other cards have similar wording.
Haste, not flying. Name probably needs changing. Haste isn't nearly as broken here, as odds are the five mana doesn't mesh with a fresh creature. Really, it's just +2/+0 every turn.
That's a pretty powerful effect at common. Turn 5 +4 and flight, swing for 5+ is a game changer.
Don't think you should do anything about it though.
Also, I suspect the cost will drop, as a limited pull probably has very few pieces to mesh with it.
I'm considering deconstructing this a bit; making an activated ability that turns one equipment into another equipment until end of turn, and a second activated ability to turn one non-equipment, non-creature artifact into another non-equipment, non-creature artifact until end of turn. Wordy, yes, but it's a mythic.
I think this is the kind of card that, as written, will give you more rules-headaches than cool moments. I think I know what you're going for here but as written this card really makes for some memory-induced rules difficulties in play.
That's actually just the "type". Planeswalkers can't have supertypes. Too long to explain.
The thing I really like about Fezzit and Dyble is that I'm pretty sure that the way the Planeswalker rules work allows me to make an individual "Fezzit" Planeswalker who cannot share the board with "Fezzit and Dyble", and vice versa.
Nolan- I don't think a rarity shift is necessary here for two reasons, one of which you've mentioned.
1) Lava Axe
2) Panic
Both cards are common. In nearly all cases, your opponent will choose to simply not block, but the card does force them to make a choice that, in a set with a focus on combat and damage interactions, can have many ramifications. It's also a combination of effects that makes for a satisfyingly flavorful pairing.
That's exactly what it does. It drives you crazy.
I think cards like this have to be made carefully. It seems the costs seem pretty fair right now but I'm always wary of a card that can just sit around and turn any creature that comes along after a win condition for the duration of the game.
Should the super type be Planeswalkers?
Wow a creature with no power / toughness! What does it do? The possibilities are driving me crazy!