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)
By itself, it likely will only pick off 1-2 toughness creatures most often. This pairs really nicely with other activated abilities to put the 4 mana into immediately, saving the exhaust for later in the game.
This is one of the quickest and most reliable ways to get to max speed. It can even be a decent top deck if you have plenty of extra mana to pump him. Also, ‘Bashtronaut’ is a pretty sweet name.
This isn’t the most impactful Planeswalker, but it’s still a Planeswalker. It doesn’t do a great job of protecting itself, but the loyalty is high enough that you should be able to survive until the following turn.
I think this can be a good finisher for red aggressive decks. Triple red mana cost makes it difficult to place in just any deck, it’s easier to think of it as a 5-6 drop.
This does feel a tad expensive to be premium removal, but it should take care of most any creature/vehicle around. It’s fine to put in most any red decks.
This is mostly unplayable, outside of pairing it with a couple big artifacts that can put themselves in the graveyard like, Detention Chariot, or Valor's Flagship.
This is powerful, but it’s still pretty slow, and the saddle cost is a bit steep. It can be a good top end card, but is likely too slow for the hyper aggressive red builds.
This one’s a bit awkward. It’s a defensive creature that gives a bonus if you’re aggressive. It’s playable in your average mid range builds, but it it’s not very exciting to me.
This looks so appealing, but it’s a dead card during the vast majority of games. Either you’re behind, don’t have good attacks, or can’t pay the mana for it. If you’re a dreamer, jam this and don’t look back, but I won’t be.
If there were better sacrifice outlets, I’d be a bit more pumped on this guy. He will be a vanilla 3/2 most of the time, the other times he will likely sac himself to kill a random vehicle.
This one is a bit stronger than you’d expect. It can get in some early hits, and won’t trade with 1 power creatures. The exhaust ability being instant speed, gives this card a lot of flexibility.
This card is an absolute menace if you have max speed, but can be underwhelming on the back foot. The activated ability is powerful, and helps you get to max speed at least.
The newest version of Goblin Rabblemaster, which can easily take over a game of limited. Protip for the set: If your opponent is in a position to eat your 1/1 tokens, you can always tap them to crew a vehicle, instead of them being forced to attack.
This is definitely a build-around card, reminiscent of Flourishing Fox. The big difference being the lack of Cycling 1 cards in this set for it to get big quickly.
You would need to have a lot of good targets for this to saddle/crew to consider putting this in your deck. Still, I’d try to avoid playing this card, if possible.
I think this is unplayable in most decks, and red doesn’t really have any decent mounts/vehicles that aren’t rare. But I’m not gonna write it off entirely, there’s probably a deck where it can be alright.
A big, defensive creature, that lets you loot every turn is more powerful than it looks. During a stalemate, this feels close to drawing 2 cards a turn, and it also provides an engine for the cycle deck.
Red is definitely lacking in the creature department, and consists mostly of mediocre 1-3 drops. It does have some solid aggressive cards, and decent removal. Stay tuned, we’re looking at Green next!
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".