Aetherdrift Pre-Release Gameplay: Lessons from My Matches

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 Black pip, 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.

Note: The feature image is again generated by AI.

Aetherdrift Review: Impact on Standard B01 Orzhov Clerics

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?

Standard Lethal Combo in mono-Black

Since the mechanic Crime was introduced in Outlaws of Thunder Junction, I have off and on been playing a mono-black deck in Standard B01. I used the launch of the following sets, Bloomburrow, Duskmourn and Foundations, to see if I could improve on the deck as it is not, despite being fun to play, a Tier 1 deck by any stretch of the imagination.

Since its inception, I have tweaked the deck only a little bit. Among the recent additions are Fell and Bandits’ Talent. The first is a decent creature removal spell and the second fits nicely into the theme of the deck. Another key addition is Unstoppable Slasher from Duskmourn, a card that many decks have a hard time removing permanently.

With Foundations, I again went back to see if there was something I could again add to the deck. While nothing leaped out, I did decide to pair up Unstoppable Slasher with Bloodletter of Aclazotz. I will not claim credit for this impressive combo but will definitely vouch for its effectiveness after feeling its effects first hand.

Why is this combo so powerful? When Unstoppable Slasher deals combat damage to your opponent, they lose half of their life, rounded up. Then, Bloodletter of Aclazotz does its thing and doubles that damage. Between the two of them, that’s fatal damage! Granted it does require that both cards be on the battlefield and that Unstoppable Slasher deal player damage, but it’s not hard to line this up.

Other core pieces like Tinybones, the Pickpocket, Deep-Cavern Bat and Hopeless Nightmare remain in the deck. I’ve also started looking at sideboard additions to see if I can move this deck up to B03.

Here is my latest mono-Black B01 Standard ‘Crime Does Pay’ deck:

Deck

  • 1 The Dross Pits (ONE) 251
  • 16 Swamp (MH3) 315
  • 2 Tinybones Joins Up (OTJ) 108
  • 2 Tinybones, the Pickpocket (OTJ) 109
  • 1 Mirrex (ONE) 254
  • 4 Deep-Cavern Bat (LCI) 102
  • 2 Demolition Field (BRO) 260
  • 2 Vadmir, New Blood (OTJ) 113
  • 2 Kaervek, the Punisher (OTJ) 92
  • 3 Gix, Yawgmoth Praetor (BRO) 95
  • 2 Aclazotz, Deepest Betrayal (LCI) 88
  • 3 Sheoldred, the Apocalypse (DMU) 107
  • 2 Sheoldred’s Edict (ONE) 108
  • 2 Fell (BLB) 95
  • 3 Bitter Triumph (LCI) 91
  • 2 Skullcap Snail (LCI) 119
  • 3 Hopeless Nightmare (WOE) 95
  • 1 Hidden Necropolis (LCI) 275
  • 2 Bandit’s Talent (BLB) 83
  • 1 Vein Ripper (MKM) 110
  • 2 Unstoppable Slasher (DSK) 119
  • 2 Hostile Investigator (BIG) 10

Sideboard

  • 2 Gix’s Command (BRO) 97
  • 2 Liliana of the Veil (DMU) 97
  • 2 Gisa, the Hellraiser (OTJ) 89
  • 2 Duress (STA) 29
  • 2 Ruthless Negotiation (BLB) 108
  • 2 Callous Sell-Sword (WOE) 221
  • 2 Go for the Throat (BRO) 102
  • 1 Virtue of Persistence (WOE) 115

Five cards looking for a Commander deck

I use my local LGS website’s wish list feature to keep track of cards that I’m interested in. Everything from cards that I want for an existing deck, think are neat enough to build around or even both, to ones that might be a good gift for one of they boys (maybe they made a mention in passing at the dinner table for example) might end up on that list.

After my last post about Modern Horizons 3 cards that could fit into decks, I had a look at my list and it occurred to me that some of them might fit into Commander decks.

Steel Seraph

I wanted to play Steel Seraph as soon as I saw it during previews during Brothers’ War. The Prototype mechanic is neat – Similar to Kicker but offering essentially what is a downgrade option instead of an upgrade. Much like Kicker, offering a lower mana cost to get a less powerful version of the card opens up a number of options during game play. Do you go for the cheaper mana cost and benefit earlier or do you wait until later in the game? With Prototype, the ideal is when you have a way to pull the card out of the graveyard as it returns in its full-powered version.

Paying to have a 3/3 earlier in the game is not great value but it can help smooth out game play and has decent evasion. The full version is not cheap either but is definitely worth experimenting with. I love Steel Seraph’s flexibility, offering the choice of Flying, Vigilance or lifelink at the beginning of combat on my turn opens up options. Flying is a good offensive trick, Vigilance gives you the ability to attack and still defend while lifelink is useful when you’re taking a beating. And here you have all three on one card!

I think this one is headed into my Kaalia of the Vast Commander deck. Probably at the expense of a demon or dragon as this deck continues to morph more into an Angels deck every time I make a change.

Ocelot Pride

This one is a new addition to my wish list after the Modern Horizons 3 previews. A 1/1 Cat for that adds First Strike, lifelink, Ascend and the ability to crank out 1/1 white Cat creature tokens whenever you gain life during your turn cannot be bad.

The price as it stands certainly proves that. At CA$30 for the cheapest variant (as I write this ahead of next week’s release), I’ll likely sit on this and see if it comes down in price. Considering the card was selling for CA$40 a bit earlier, I think there is room for it to come down further and then slide into a deck.

As for what deck, I don’t have a tokens deck so this may be a card asking me to build one. Maybe Darien, King of Kjeldor. Not sure mono-white would last long in our house though; the boys would quickly go after it if only to put me on the back foot. And the cost to bring it back would quickly become unaffordable. How about Neyali, Suns’ Vanguard instead? Giving your attacking tokens double strike sounds like something fun to me. And a bit of card replenishment is not bad either.

Grand Abolisher

When I first saw this card, I immediately thought it was perfect for Commander, especially with the decks that the boys love to play. Disrupting their plans is a strategy that I have oft thought about. This card would certainly do that, if only during my turn. Maybe I should pair it up with an Esper Sentinel.

This feels like a cool card in search of a deck for me to play it in. One thing it has going for it is that it is a Cleric.

All I know is that I want this card. But it will stay on the wish list until I think of a deck that will welcome it with open arms.

Kurbis, Harvest Celebrant

Kurbis has been on my wish list for a while. I can’t quite remember how it ended up there but I suspect it had something to do with +1/+1 counters. Giving itself some counters upon entering the battlefield is okay but it’s the second ability that stands out. Removing a +1/+1 counter to prevent damage to another creature with a +1/+1 counter on it is a useful little ability.

Revisiting the card for this post, I thought at first that it might be a good fit into my Animar, Soul of Elements deck but it will likely fit better in my Atraxa deck where it could protect the creatures around it. Giving it some further thought, it might be better off in a different deck altogether. Maybe in the same deck as Ocelot Pride?

Envoy of the Ancestors

This is another new addition to my wish list. It caught my eye given it is a Cleric. For , you get a 2/3 creature with Outlast . Combine that with its ability to give modified creatures lifelink and you have a pretty strong candidate for any deck that relies on counters on Equipments and Auras.

It might be a good fit into my Atraxa deck. Or maybe it is time to build a Commander deck built around Clerics. Wait a second! Grand Abolisher is a Cleric too! Hey, I already have two cards for my new Cleric Commander deck…

Bonus card: Basking Dreadscale

There is a lot of early interest in this card. While Adapt is not quite as potent as Outlast given that it can only really be used once, Basking Broodscale’s second ability, namely creating a 0/1 colorless Eldrazi Spawn creature token every time a counter goes on plays nicely with mechanics like Proliferate.

So, we have yet another card that could fit nicely into a +1/+1 counter deck even though that’s not what is driving the current interest in the card.

The key takeaway today seems to be that I need to build a Cleric Typal deck as well as one for +1/+1 counters. And I probably need to clean my wish list a bit as well…

Exploring Modern Horizons 3 Singles for Commander Decks

Modern Horizons 3 is just around the corner with pre-release events starting June 6th. I have been keeping an eye on the previews despite this being one of those sets that I will skip. While Maro would say that this is “not be the product for you,” I simply say that it’s prohibitively expensive. A pre-release event at my LGS would set me back CA$70 while a Play Booster box is on sale for CA$399.99. Too rich for my blood or that of the boys. We might get a few packs but I suspect that we will hold off until Bloomburrow comes out.

So, back to the previews. I am looking to see what singles I could pick and drop into a few of my Commander decks.

First up, Ruhan of the Fomori. I have not made any modifications to this deck in a while. One card in particular stands out in Modern Horizons 3 that I will look to slot into it is Phlage, Titan of Fire’s Fury. Paying for a 6/6 is not a bad cost for a card that immediately gets sacrificed. Why, you ask? For the additional Escape cost (along with five cards to exile), you get a sorcery speed Lightning Helix each time Phlage enters the battlefield or attacks.

Unfortunately, it’s the only Giant in Ruhan’s colours (and only one of two Giants in the whole set).

I’ve seen recommendations to add Lavaspur Boots from Outlaws of Thunder Junction but I’m on the fence on that one. It’s a cheap equipment but not sure what I would pull out to slot it in. Let’s see what happens.

Next up, Atraxa, Praetors’ Voice, which I played with against the boys earlier this week (won one and lost one). Nothing leaps out at me at first glance but I really should look to get a Bristly Bill, Spine Sower, into the deck. Sure, it will have a target on its back as soon as it enters but its ability to double +1/+1 counters on each creature I control is pretty sweet albeit expensive.

Modern Horizons 3 is more generous when it comes to elves than giants. There are five in total, including the new Eladamri, Korvecdal. I want to try to see if the card draw outweighs the disadvantages (like not having any removal protection and being susceptible to so many removal threats). An addition to the deck that could easily become a quick exit.

I’m not much of a Blue player. If anything, it is a colour that I will splash but I do have a Talrand, Sky Summoner deck that I like to pull out every once in a while to try to frustrate the boys. It is not well tuned and has not done well in the past but it has won a few times.

When it comes to Talrand, I wish Christian had told me that he was going to sell his Swan Song as I would have picked it up from him for this deck. With Modern Horizons 3, I may look to add Strix Serenade as a variant of that card (or maybe I pick up both). While the swan counters Enchantments, Instants, and Sorceries, Strix Serenade instead counters Artifacts, Creatures, and Planeswalkers. A 2/2 bird can be a more-than-fair tradeoff depending on what is getting countered.

The other card I would like to get for Talrand is Harbinger of the Seas. The thinking here is simply to slow my opponents down by messing with their mana base.

I will need to dust off a few other decks to see how they could benefit from new Modern Horizons 3 cards (or price drops due to reprints). For now, I will update my deck lists and post them on the site when I get all these new cards. Some of these are not cheap so it may be a while yet.


Goodbye stickers and Attractions from Unfinity!

It’s not often that entire mechanics get banned but that’s exactly what happened with the latest banned and restricted announcement. Before revealing which mechanics, yes, not one but two, will no longer be able to grace your pauper, legacy and vintage decks, let me just say that I am not sorry to see them go. So, without further ado and assuming that you came here to get your banned and restricted announcement rather than from more official channels, gone are Attractions and stickers, both from the Unfinity set that came out in October 2022.

If there ever was a time that Maro was right when he said that “This product is not for you,” this was it. Insert whatever product you want in that sentence and there will always be some things that are not for you. The Magic ‘un’ sets are such a product for me. And the latest one, Unfinity, was even less of one than previous ones. I simply did not like the mechanics and concepts it introduced.

Forcing unsets into legal formats with the retirement of silver borders was a poor decision in my mind. Right out of the gate, it introduced unnecessary complexity with the new acorn and non-acorn cards. Acorn cards were not legal in Constructed formats unless specifically allowed (so, no easily discernible border and a bunch of exceptions on top of that). Magic is already a complicated game; there is no need to introduce more especially when it is so haphazard.

And even more of a head-scratcher were stickers. We (okay, I) spend all this time making sure our (my) cards remain in pristine order and now Magic wanted to stick things on them. Say what? Hard pass, even in the name of silly fun (call me a humbug, my kids already do!). Stick them on the sleeves instead, you say. Yeah, that could work but still annoying. Your cards end up looking garish! And if there is one thing I don’t like, it’s garishness (is that even a word?).

Unfinity also came with Attractions. These were a new type of card that did not go into your main deck but into a different one called the Attraction deck. They did not even have normal Magic backs. They were artifacts but without a mana cost. And no, you did not cast them but relied instead on other cards to bring them into play. They also had lights numbered 1 through 6 in the lower right corner used to decide if an action triggered based on die roll. Just writing all this made my head hurt!

I had no interest in such mechanics. The boys were equally unimpressed and we simply skipped the set. As Maro had said, this was not a product for us. But with the new rules that some of these cards could make it into “traditional” formats, there was the chance that you could run into some of these cards in a regular game. Kind of like now when you run into a Dr. Who or Warhammer 40K card in a Commander game (Still feels odd to me but that’s a topic for another day).

The set also came with other mechanics. If you want to read more about them, check out the original article outlining all the Unfinity mechanics.

It all felt very forced and the acorn cards felt like an attempt to extend the life of the set by jamming some of the cards into other formats. So, this family let our wallets speak and skipped the set. And frankly never looked back on it until this ban announcement.

WOTC acknowledged that its experiment with unset cards went too far. It also confirmed that we will not see something similar again in the future:

When we released Unfinity, we knew that its partial legality in Magic‘s broader formats was an experiment with risks. The concept of widening a set’s appeal to more players is at its core a good one. Moving forward, we won’t be revisiting this kind of experiment any time soon.

Not all mechanics are great. For every one that enriches the game, there are some that instead take away from the game. It’s good to see that WOTC has finally recognized that Unfinity had no business being legal in regular formats and being anything more than an unset.

All right, enough old man ranting for one day!