If you’re looking for a Tune Up, look no further! I’ll be breaking down every Aetherdrift card to get you a head start with the new set! For those interested, J2SJosh is still in my basement, and he has been rewarded for good behavior! Keep up the good work, basement buddy!
5.0: Disgustingly powerful and basically unbeatable. Either answer it the turn it comes down or just pack up your cards. (Gruff Triplets, Virtue of Persistence, The Eternal Wanderer)
4.5: Incredible bomb that still gives your opponent a slim chance. (Virtue of Loyalty, Imodane's Recruiter, Realm-Scorcher Hellkite)
4.0: Great rare or the absolute best uncommons and removal. (Faunsbane Troll, Gumdrop Poisoner, Talion’s Messenger)
3.5: Great role filler or removal that you never cut. (Candy Grapple, Hearth Elemental, Torch the Tower)
3.0: Good playable that I’m basically never cutting. (Shrouded Shepherd, Spellscorn Coven, Sharae of Numbing Depths)
2.5: Decent playable and the bar I hope nearly every card in my deck to reach. (Evolving Wilds, Archon's Glory, Flick a Coin)
2.0: Mediocre filler that normally is your 20-23rd card(s). (Mintstrosity, Ice Out, Grabby Giant)
1.5: Replaceable, overall bad filler. Could also be decent sideboard cards. (Titanic Growth, Scarecrow Guide, Territorial Witchstalker)
1.0: Bad filler. Gets cut most of the time. (Dark Tutelage, Kindled Heroism, Impact Tremors)
0.5: Very unhappy to main deck this, but maybe it has fringe sideboard applications. Cards that “could” be situationally decent, but bad in most situations. (Smothering Tithe, Rhystic Study, Mana Flare)
0.0: Unplayable in every possible situation. They rarely print cards this bad these days. (Hew the Entwood, One with Nothing)
This is a gigantic 5 drop, that isn’t too hard to cast. Cycling it as a combat trick is very powerful as well, and will likely be underutilized. To help contextualize the cycling ability, think of it as an instant spell: Put 2 +1/1 counters, trample/indestructible until EOT, draw a card.
I never thought I’d see the day when Broken Wings is a decent maindeck card, but here we are. There are plenty of targets this set to feel fine putting a copy in your main deck.
I’m not super excited about this trick, but it is versatile. The best way to use it is for an instant speed pilot to crew a vehicle to block with. As a protection trick, it’s not quite Snakeskin Veil, but it does the job.
This little pup starts growing as early as turn two, snowballing out of control pretty quick. At worst, you can saddle this and sacrifice him to kill an artifact, so it’s always pretty good.
This can create some very problematic board states, like spitting out 3/3’s with Stampeding Scurryfoot among many, many, others. It’s essentially a must kill creature if you’re unable to ignore it.
This gets out of control right away. You get to 5 mana the turn after you play it, making it fairly easy to crew. Even if it dies during attacking, you’re still up 2 lands.
This is kind of a windmill slam win card when you have board presence. It obviously requires you have creatures, but assuming that’s the case, you should win most games you play it.
A gigantic 3 drop that’s quite problematic for the next few turns. There are 4 other dinosaurs at common/uncommon between red and green, so the +1/+1 can be relevant.
This can be crazy card advantage in the right circumstances, able to return 4 cards for 3 mana is incredibly powerful. It doesn’t mill any cards itself, so it can fall a little short outside of self mill decks.
This is a lot better than it looks at first glance, and possibly the best green common. 5 mana for 5/5 worth of stats is fine, but paying in increments makes a huge difference.
This is a must-address threat. If no removal spell hits this, your opponent will need to keep chump blocking, or trade 2-3 creatures to kill it in combat.
This is a gigantic 3 drop that makes every subsequent creature bigger, and big creatures significantly bigger. You shouldn’t have any issues crewing this, as long as you have creatures to play afterwards.
Green has the deepest pool of playable commons, able to support plenty of green decks at the table. I would assume green is the best individual color this set, and has very few “bad cards”. I’ll be finishing up with multicolored/artifacts next, stay tuned!
Lose and Learn, Learn and Win!
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Andy "Icky" Ferguson is a long time limited grinder, with his first draft in 1999 at the age of 11. 22 years later, you can still find him streaming drafts, achieving the top ranks, including rank #1 5 months of 2021. Seasoned member of the Draft Lab squad and appointed "zen master", Andy lives by the motto; "lose and learn, learn and win".