plciThe Lost Caverns of Ixalan Promos · #258pR$49.63Buy
Rulings (2)
2023-11-10
Roaming Throne's last ability doesn't copy the triggered ability; it just causes the ability to trigger an additional time. Any choices made as you put the ability onto the stack, such as modes and targets, are made separately for each instance of the ability. Any choices made on resolution, such as whether to put counters on a permanent, are also made individually.
2023-11-10
If you control two Roaming Thrones with the same chosen creature type, triggered abilities of other creatures you control of the chosen type trigger three times. Three such Roaming Thrones result in four triggered abilities, and so on.
Ward
As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
If a triggered ability of another creature you control of the chosen type triggers, it triggers an additional time.
Roaming Throne is a colorless powerhouse that doubles triggered abilities for an entire creature type — and being an artifact, it slots into any deck regardless of color.
The magic is in tribal synergy. Pick your commander's type and suddenly every "whenever this creature attacks/dies/enters" ability fires twice. Think Slivers, Dragons, Angels, or any tribal-themed deck. It's especially nasty with value engines: double up on Elf mana dorks, double your aristocrats' death triggers (Vampires, Zombies), or double Wizard/Cleric ETBs.
Crucially, it copies your commander's triggers too if you name its type — so any deck built around a triggered-ability commander wants this. Ward makes it sticky against removal.
When to skip it: decks with no tribal or trigger-heavy theme. If your creatures don't share a relevant type, you're paying four mana for a vanilla 4/4 with ward. It also does nothing for activated abilities or non-creature triggers.
A near-staple in tribal and trigger-centric builds; filler elsewhere.