Soradyne Laboratories v1.2: Recent Activity
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Mechanics | Skeleton |
Recent updates to Soradyne Laboratories v1.2: (Generated at 2025-08-18 18:50:42)
The only question I have is on the wording able to target players and plainswalkers. I thought that targeting a planeswalker with damage spells was impossible and that could only redirect the damage once the controlling player is targeted?
Could this card have some sort of evidence trigger associated with it that would cause the card drawing?
Wow this is one of the most awesomely designed cards in a while. This is the kind of card I would love to play with Shock and go to town on opponent's creatures.
What is hilarious I think is if the opponent is also playing blue would be for players to keep turning other creatures into copies until there are none left.
First thing I noticed is it can deal X to a target player. Though also there is no Blaze type card in the set yet. I just always keep in mind if there are too many reach cards in a set but it doesn't seem like it.
Also with ninjitsu doesn't the creature with it get put into play attacking in place of the attacker? With Fient it is just put into play, right?
I think alot of laughs is going to come with this cards name. Plowwurm... What's the art going to look like?
I also like that it can trigger off an opponent's spell. It won't be as common a situation as one you create yourself, but it will work. On one hand, it may discourage a player from using tricks during another player's attack. On the other hand, those tricks are usually played to kill or save something – in which case the potential to maybe allow an opponent's future creature they may or may not have in hand to get +1/+1 is a pretty reasonable risk.
"Discard a card, and pay its mana cost - and get the effect of it."
Pure card advantage thinking leads to designs like "0: Draw every card in your library, then draw a card." looking like a good thing.
What's funny is mocking this up as having kicker suddenly makes it look atrocious:
Dispatch Stringer

Creature - Bird Scout (C)
Kicker — Discard a card and pay its mana cost
Flying
If ~ was kicked, it enters the battlefield with a +1/+1 counter on it.
1/3
That's like Prophecy-bad design right there.
Nifty condition. Not seen that one before.
This is one of those 'may be too good' kind of cards that isn't, but I really like it. Solid for the cost, great bonus. Well done.
There is a naming problem here and it's a little bigger: given what this set is about, 'atonement' doesn't really work with what this card does.
If it read: "sacrifice a creature, target opponent sacrifices two attacking creatures" then an easy argument could be made for a disgraced soldier sacrificing him/her self to make right.
As it currently reads mechanically, this could reflect more espionage, (your creature dies to my better information) and might work with a name like 'Tactical Blunder'.
Oh, man. I know we're going off topic here, but I used to love my Blazing Salvo deck featuring a large number of "punisher" cards. The deck had a Mirari in it, and one of my favorite plays was casting Breaking Point, doubling it and demanding a payment of 12 life to keep the creatures on the board. Then, if my opponent payed the cost, doing it again next turn.
There were a couple that worked really nicely in aggressive burn decks. Ironically, Book Burning was not one of them.
I used to run a deck with Lavaborn Muses, Hippies, and other discard nastiness backed up with straight-up cheap burn. Browbeat was the kind of card that either accelerated your draws into the finisher cards or sealed the deal by itself. No downside.
Not knocking it, just saying Book Burning, Molten Influence, and whatever else is in that cycle of quasi-colorshifts aren't exactly playable in most contexts.
Hey, don't knock Browbeat. That card has never done wrong for me.
This is an idea that might be better suited to a higher rarity, but as an expression of political machinations or an interrogation gone awry, you might want to a try a take on the not-quite-good Browbeat cycle from Judgment.
Something like:
Act of Atonement

Instant
Draw two cards unless target creature's controller sacrifices it.
I'm not sure if they avoid targeted sacrifice due to the somewhat awkward rules behind sacrifice or if it's just a flavor thing, but the above seems functional.
I think that in working out the concept for the card, I saw the opportunity to play up the politics of Debronia's story. As much as I'm building up to a grand conspiracy – SOR is about the suspicions, signs, and accusations that something stinks in Denmark – I also want to show that the government is at least pushing back against Marrick's rebels. Act of Atonement is, for me, a way of showing someone givin up the fight and turning over knowledge from one side to the other. Sort of a "turning State's Evidence".
Perhaps one of the bigger flaws here is the naming of the card.
Still, I feel it remains that white needs a common removal card along the lines of Rebuke or Smite the Monstrous. The challenges I'm facing are that I want something that feels new and right for the vibe of the set, and that I already have too much life-gain in common white (so that's not an option for creating a rider).
While I like Houlding's idea of a token creature, it's once again card advantage, and doesn't really evoke so much of the "one person falling on their sword and confessing" as it does "one person falling on their sword and another joining the fray".
Looking back, maybe the current card would have made more sense named "Dying Confession".
You know, I think they've been removing the two-for-one cantrips at common for other reasons entirely. Zac Hill in Bringing Flashback Back infers that card advantage isn't necessarily broken, so much as not sexy. New player don't understand why being up a card is so important, don't appreciate how powerful those kind of cards are, don't play with them, and consequently lose to old hands. That being the case, cards that grant card advantage are often moved out of the common slot, so that new players don't see them as much. He also points to old environments that used to be tit-for-tat play style as opposed to new environments which focus on big-monster-swing.
Personally, I love card advantage, and the type of games I enjoy most are back and forth until someone gains the underhand. But, I get where RnD is coming from. I'd encourage the occasional card advantage card, because I'd be frustrated if I couldn't play with them, but I suppose you have to be careful to not overdo it.
Well, if you were keep it a cantrip, you probably want to assume this cost is ok for the time being, then adjust it according to it's efficiency. Like, if there is ultimately a lot of token-creation or many creatures with poor combat skills but powerful activated abilities, this could potentially be fine at 2W even.
But to think of another rider, I would ask: how does a cantrip convey the present flavor of atonement? Is there some effect that could convey that better?
Presumably, the creature had atoned for its sin by virtue of being sacrificed. Perhaps it could create a 1/1 spirit token? Wouldn't be so crazy, considering Parasitic Implant.
The next logical questions then are:
1) what should it cost if it's not a cantrip, and
2) is there a rider effect other than cantrip you'd try on it?
I consider removal-oriented 2-for-1s to be a bit different than a Divination or Mind Rot. You have to consider the other qualities of Card Advantage, in that eliminating an on-board permanent involves not only that trade of physical resource (a card for a card) but also some quantity of tempo and mana found in the difference in mana cost between what your opponent paid to cast the spell vs. what you paid to kill it.
This is probably fine in the long run, especially since Verdicts/Edicts tend to suck, so really I just wanted to address that cantrips aren't quite something that you can casually implement.
Second Thoughts was very close to this, and cost 1 more. I don't agree with the prohibition on 2-for-1s at common (I mean, I don't think Divination or Mind Rot are going away any time soon). I think given this lets the player choose the attacker to sacrifice, that's enough of a downgrade on Second Thoughts to make this okay.
2-for-1s at Common? Not on my watch!
Also, straight up cantripping removal is pretty rare these days, even if this isn't targeted. Off-hand, the closest things I can think of are Sever the Bloodline (pseudo-cantrip through flashback), Resounding Silence, and Slice in Twain/Instill Infection.