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 seems unplayable to me, but I’m ready to be surprised. It does nothing on it’s own, and requires certain board states to make a meaningful impact on the game.
You will always play this guy if you draft him. He’s a solid early game engine, and if you draw him late game, you at least get to cycle it away to dig for more impactful late game cards.
This seems like a decent creature. It adds two artifacts to the battlefield, gets a 1/1 flyer to crew itself, and is large enough to be meaningful during the mid-game.
Sometimes this will just be a Grizzly Bear with the sacrifice ability. At other times, it can start steam rolling +1/+1 counters, especially on the play.
Though daring, this should be a filler card more often than not. The activated ability shouldn’t come up all too often, due to the high activation cost.
Taking out your opponents best creature and playing a 6/6 vehicle is definitely worth 6 mana. The fact that it cycles also makes the floor of the card much higher, as you can always replace it for a new card when you can’t cast it.
This could have a home in a purely evasive vehicle/mount deck, but likely isn’t a playable card for most decks. This can crew multiple vehicles in one turn, so I could picture a deck having a few of these and lots of vehicles.
A very serviceable 2 drop, with an extra reward if you get to max speed. There is a counterpart common in each color with the exile from graveyard ability/draw a card ability.
This pairs well with large creatures/vehicles that can gain 5+ life with the trigger. It can also enable some attacks with indestructible, while leaving behind an evasive threat.
This is a very strong iteration of Borrowed Time. It starts your engines(!), as well as provides a strong payoff if you achieve max speed, all while killing your opponents best nonland permanent.
This reminds me a bit of Duelcraft Trainer, which was a powerhouse in MID. It is a bit weak without max speed, as it doesn’t really help you go faster, but will certainly close out games in which you are.
Putting this on a vehicle does help the chances of it resolving, but the buff isn’t too significant, and being left with a pilot isn’t all that exciting if they kill the enchanted creature/vehicle.
The power of this is really dependent on the amount of artifact creatures you end up with. With very few, you should likely avoid this card altogether. On the other hand, this will take over the game, and crewing it is very easy as well with the buffs to your crew.
The typical downside of Wrath of God effects, is having a potential dead card in hand if you are ahead on the board. The fact that this has cycle is a huge buff, as well as making sure it takes out vehicles as well.
Scry 2 is very strong ability on a two drop, granting it some meaningful impact in the late game. It’s easy enough to crew, and the power/toughness is decent enough.
White doesn’t have much self mill, and there’s only one artifact that cycles this card screams unreliable to me. The corner case might be when it’s paired with Valor's Flagship.
This is the go to target for Tune Up, and Back on Track, due to it’s ability to put itself in your graveyard. It’s gigantic and relatively easy to crew if you are able to get it on the battlefield, and the cycling ability assures it won’t be dead in your hand.
This is large for a 1 drop, and can easily push damage in the early game. If you assemble the artifacts to start making it fly, it turns into a reliable threat.
There’s no point to play this card if you don’t have many artifacts. But in the proper deck, this could be closer to a 2.5, especially if you have expensive artifact bombs in the deck.
White looks to me like a good supportive color. It has some good cards to contribute to each of the ten, two color archetypes. A lot of the more powerful cards seem to lean on the faster side of things, but overall looks a bit shallow in the commons department. Stay tuned, next up we’re looking at Blue!
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".