Roaming Throne — Magic: The Gathering card

Roaming Throne

{4}
Artifact Creature — Golem

Ward {2}

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.

Power/Toughness: 4/4

Set The Lost Caverns of Ixalan
Rarity Rare
Mana Value 4
Collector # 258

Why Play Roaming Throne

Tribal decks that rely heavily on triggered abilities gain massive value from doubling their most impactful effects. The 4-mana cost makes it viable in competitive midrange strategies, while Ward 2 provides meaningful protection against cheap removal. Deploy Roaming Throne when you already have key tribal creatures in play to immediately double their value, or hold it as a late-game threat that transforms your subsequent creatures into powerful engines.

Format Notes

Commander represents the strongest format for Roaming Throne, where tribal strategies are popular and games run long enough to capitalize on the doubling effect. Standard and Pioneer tribal decks occasionally adopt it as a value engine, though the competitive viability depends on the current tribal support available. The card sees minimal play in faster formats like Modern and Legacy where the 4-mana investment competes with more immediate threats.

Combos & Synergies

Creatures with powerful enters-the-battlefield triggers become twice as impactful, making cards like Dockside Extortionist and Eternal Witness exceptional partners in Commander. Attack triggers also double, turning aggressive tribal creatures into overwhelming threats that generate additional value each combat. The flexibility to choose any creature type means Roaming Throne slots into established tribal shells while also enabling creative builds around less-supported creature types with strong triggered abilities.