I'm just curious how many of you who are saying this is OP have actually tried it?
I'm abusing this as hard as I can, and I still can't get, for example, an FG grinder that has a better winning percentage than PuppyChow's deck. Sure, it lets you pull some neat tricks, but so did Fractal, Phoenix, and before that Bone Wall, etc...
I just don't see where having this card actually makes decks that regularly win harder than other already-in-game tech.
[edit]Wow, 1200th post...I'm here way too much.[/edit]
I'm going to side with Essence and whoever else is on the minority. People are getting all hyped up over certain combos. The problem with SoR is that it takes up a deck slot, which means you have to fatten up your deck and reduce its consistency, or take out other important cards that might be just as useful. The other problem is that it's entirely dependent on combos, which makes it slow. You could have a couple of SoR's sitting in your hand doing nothing but taking up space, until you draw the right monsters and maybe quint as well.
I've heard eternity and trident mentioned at least twice. I'll address eternity first:
1. Eternity + flying weapon + SoR + quint is a 4-card combo. That means you likely won't be able to pull it off for a while, and parts of the combo will be sitting in your hand for a while.
2. Not decking out doesn't win you games by itself.
3. If you can pay the 3
upkeep cost of eternity, eternity + protect artifact is strictly better, because it requires 2 less cards and isn't vulnerable to fire shield, ice shield, procrastination, or spine carapace. Unless you add momentum to the combo, which makes it even more ridiculous to pull off.
And now about trident:
1. Trident + flying weapon + SoR (+ quint) is a 3(4) card combo. Unless you're really lucky, you won't be able to pull it off until midgame, when pillar denial lost much of its power.
2. If you want to go with a pillar denial strategy, it's better to just pack earthquakes. They're not reliant on combos so you can play them earlygame, when they do the most damage.
3. Protect artifact stops with combo cold, and decks that use novas, immolations, and/or quanta-generating creatures makes it much less powerful.