Today’s question: What’s better than pulling a Chrome Mox from the new Aetherdrift set?
There are definitely a few answers but my immediate thought when I pulled one was the following: I wish I had pulled this from an actual pack rather than on Magic Arena.
The art on the new Special Guest version is pretty sharp but what makes the card desirable is that it is pretty potent (like the other Moxes). It lets you exile another card from your hand as it comes in, giving you an extra mana of the same colour as the card you just exiled. Take a look at EDHRec and you can see that there a few interesting combos to work with.
Given it is not legal in Standard and Explorer and is banned in Modern (and Historic that I typically don’t play), I think its use on Arena will be rather limited – one more reason I wish I had pulled a physical copy as I would look to add to one of my Commander decks.
Anyways, I’ll see what I can do with this, perhaps in Brawl. If/when I do, I’ll post the deck…
Aetherdrift did not impress me during previews. There was something about this vehicle-heavy race-themed set that just did not connect with me. The story behind it and the new mechanics, Start Your Engines and Exhaust, did not impress me either. But, a pre-release is a pre-release and the best way to discover a new set. I hoped that my first impressions would be proven wrong.
Unusually, Noah could not make the pre-release as he was at a robotics competition all day. So, Christian and I were the only ones to head off (in fact, Noah left the house earlier).
Cracking my six packs revealed a pool that left me wondering what kind of deck I would build. A first glance revealed few clear bombs, aside from The Speed Demon. All my colours were low on creatures, especially, red and blue. Green was strong on creatures but none were absolute or even near bombs. With the heavy reliance on Vehicles and Mounts, a good pool of creatures was key in my mind. I did pull two Verges so not all was lost as I’m a firm believer that good mana is at the heart of all decks. Not that you’d believe that when I decided to go with a 16 land deck.
I ended up with an Orzhov deck (seems to be my colour pair these days) built around The Speed Demon, two Streaking Oilgorgers and flyers like Swiftwing Assailant. There was plenty of removal to hopefully keep me in the game while I built my board.
My first match of the day was against a Simic deck piloted by an actual content creator (Regular_Zach on Twitch if you’re interested). In our first game, I got to see how Exhaust could work. It proved to be a stronger mechanic than I expected, especially as it kept bringing back the pesky Afterburner Expert.
I also found my deck slow to get started (I had a feeling when I built it) and quickly went down in two games. In the second game, I got to hit Max Speed but it was too late to help me deal with a fierce opponent.
My second game was against an old neighbourhood friend of mine. I discovered in our first game that The Last Ride can be a pretty potent threat. But to be, it does need a bit of strategy and willingness to take some risks. Unfortunately, my friend misplayed it causing it to die when it became crewed. It was only upon rereading the card the next turn that we realized that rather than hitting me for 13, it should have died. We agreed to play on and that I would take the win. The match was a long drawn out but fun affair that left us with little time for our next game.
Back to The Last Ride for a moment. For a single , you get a 13/13 legendary artifact vehicle. The downside is that it will die if you crew it when your life is greater than 12. But you can still play it before that and use it for card draw while reducing your life to below 13. The lower your life, the bigger the threat. It really becomes a potent foe when your life is low. If you play with your life as a resource, it can be quite the threat but beware as it also dies easily to removal.
Unfortunately, I lost the second game in extra time and we settled for the draw.
My third game was simply ugly. In both matches, I was quickly overrun by a Boros deck built around cheap mana creatures and Start Your Engines. At Max Speed, those little creatures suddenly became bigger threats. In my first game, I could only manage two lands and that hampered my progress and quickly sealed my fate. In the second, I had the lands but my deck’s slow speed simply could not deal with the aggro tempo.
While I ended at 0-1-2 and near the bottom of the standings, Christian found his groove and went an impressive 3-0, losing none of his games! And he managed that with a Boros deck (a combination that he does not play very often).
As for Noah and his robotics competition, his team was eliminated in the first tournament round after clawing back with three straight wins after two losses in the preliminaries.
Next up for us will be the Tarkir: Dragonstorm pre-release. I’m definitely looking forward to this one.
Time for my usual new set review to see how I might be able to improve my Standard B01 Orzhov Cleric deck. As always, each new set offers the possibility that we can finally turn this deck into a strong Tier 1 competitor. Alas! While Aetherdrift is better than Outlaws of Thunder Junction when it comes to clerics, it’s not by much. Unless you include the clerics in the Commander sets, there are only two new cards to consider.
Of these two, only one is works in an Orzhov deck. A closer look reveals it to be slightly more than a vanilla 2/2. Granted it throws in Flying and ETB lifelink and indestructible trigger but that will not be enough to displace an other card from my current deck.
Samut, the Driving Force is a card with more upside but unfortunately sports Naya colours. As an aside, I’m not sold on Start your engines! as one of the new mechanics of the set. But let me see how the Aetherdrift pre-release goes before I commit to my current opinion.
Taking a look at Clerics in the Commander decks, there are three additional cards. None of them could go into a Standard deck but they are worth a look as I continue to think about a Commander version of my Clerics deck.
Vizier of Many Faces is as Blue a card as ever so it is automatically out.
Priest of the Crossing is less interesting version of Luminarch Aspirant, a card that was nerfed on Arena (to become an Alchemy card). While the stat improvement and Flying are nice improvements, the fact that some of my other creatures have to die to trigger the pump is enough to pass on this card unless I would be hard-pressed to come up with 99 other cards for a Commander deck.
Wizened Mentor lacks any synergy with the deck and is also a hard pass. Maybe in an Orzhov Zombie deck?
All in all, Aetherdrift will certainly not go down as a favourite for Orzhov Clerics. There simply not enough cards and especially good ones.
With no changes with the launch of Aetherdrift, here is the current version of my kindred Standard B01 Orzhov Cleric deck:
Deck
2 Go for the Throat (BRO) 102
2 Anointed Peacekeeper (DMU) 2
2 Fell (BLB) 95
3 Evolved Sleeper (DMU) 93
8 Plains (THB) 250
6 Swamp (THB) 252
3 Shadow-Rite Priest (DMU) 106
1 Forlorn Flats (OTJ) 258
1 The Fair Basilica (ONE) 252
2 Scoured Barrens (NEO) 274
1 The Dross Pits (ONE) 251
1 Valgavoth’s Lair (DSK) 271
2 Loran’s Escape (BRO) 14
3 Essence Channeler (BLB) 12
2 Elas il-Kor, Sadistic Pilgrim (DMU) 198
3 Phyrexian Missionary (DMU) 27
2 Annex Sentry (ONE) 2
3 Preacher of the Schism (LCI) 113
2 Cavern of Souls (LCI) 269
2 Roaming Throne (LCI) 258
2 Metropolis Reformer (MAT) 4
2 Cut Down (DMU) 89
2 Fabled Passage (ELD) 244
3 Infernal Vessel (FDN) 63
Sideboard
2 Grand Abolisher (BIG) 2
1 Skrelv, Defector Mite (ONE) 33
1 Pest Control (BIG) 22
2 Lay Down Arms (BRO) 11
1 The Witch’s Vanity (WOE) 119
1 Sanguine Evangelist (LCI) 34
1 Zoraline, Cosmos Caller (BLB) 242
1 Leyline Binding (DMU) 24
2 Liliana of the Veil (DMU) 97
2 Virtue of Persistence (WOE) 115
1 Moonrise Cleric (BLB) 226
P.S. For fun, I tried the AI generated feature image tool for this post. Is it possible that some Magic characters have six fingers?
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