Aetherworks Marvel
1.0 This is very difficult to make work in Limited. You need to find some huge scary things worth cheating into play and lots of ways to make energy, and doing that is difficult. Not quite impossible, but not super likely either.
Voltaic Brawler
3.5 If you drop this on turn two, it does a pretty good job of taking over the game, since on the next two turns it attacks as a 4/3 with Trample. Now, those boost are temporary, and eventually the Brawler will get a little outclassed, but a 4/3 trampler is relevant on most boards.
Winding Constrictor
3.5 This has great stats, and giving you extra energy and extra +1/+1 counters comes up a whole lot in this format.
Vengeful Rebel
3.5 If this just also had its ETB effect, it would be completely insane, since you would just add a 3-mana 3/2 to the board and kill something. Obviously, the Revolt requirement makes it significantly less insane, and this will just be the 3/2 a little more often than you’d like. Still, when you do get Revolt going, it will still feel like you’re doing something amazing.
Workshop Assistant
2.0 It isn’t super difficult to have an Artifact in your graveyard for this to return, but because of its mediocre stats, it will mostly just be chump blocking and returning an artifact, which isn’t amazing.
Aether Swooper
3.5 This often feels like a two mana ½ that makes a 1/1 token on ETB, and that is a very powerful card. If you play this on turn two, you are virtually guaranteed to get that token, and if you can generate a little bit more Energy, it can really get going. It is also a great place to put Artificer’s Goggles!
Alley Evasion
1.0 This set does have lots of ETB abilities, but this card is still mostly just a dud. Both modes are underpowered and situational.
Prophetic Prism
3.0 The fac this replaces itself is a pretty big deal. Most of the time filter artifacts aren’t worth a card, but this is literally worth a card and then some because of that. And, this format really cares about artifacts.
Hunt the Weak
3.0 You have to be careful with this, because your opponent killing the creature you put the counter on will just blow you out of the game. However, when the coast is clear, permanently pumping a creature and killing an opposing creature is quite strong, especially in a set that has +1/+1 counter payoffs.
Night Market Aeronaut
1.5 There is a big difference between a 4-mana 2/2 flyer and a 4-mana 3/3 flyer, and Revolt can be difficult enough to get going that this isn’t that great.
Eager Construct
1.5 If you need a two drop or an Artifact, you could do worse.
Subtle Strike
2.5 This can often give you a 2-for-1 for only two mana, and that’s great! It won’t always line up that way, but even when it doesn’t it tends to do a pretty good job of making combat go your way.
Ruinous Gremlin
1.5 This is passable in your main deck because there are enough Artifacts it can target, but you sort of hope you have some better artifact hate.
Renegade Map
3.0 This card might not look very exciting, but it does a whole lot! It does stuff with your Artifact synergies, can set up Revolt for free, lets you play fewer lands, and helps you splash.
Pack 1 Pick 2: Gifted Aetherborn
Ceremonious Rejection
0.5 Even in a format with this many Artifacts, this is mostly just too narrow to put in your main deck.
Gifted Aetherborn
3.5 This has great stats, gains you life, and can trade with anything. Not much more to say about it!
Servo Exhibition
2.5 White really is loaded up with ways to go wide at the lower rarities, and this is another nice example of that.
Fen Hauler
2.5 This is a solid finisher for Black decks with a decent number of Artifacts. It is quite large, paying 5 for it is pretty realistic, and it can’t be blacked by a ton of creatures in the format, including most of the creature tokens.
Kujar Seedsculptor
3.0 You have to be careful with this, because your opponent killing the creature you put the counter on will just blow you out of the game. However, when the coast is clear, permanently pumping a creature and killing an opposing creature is quite strong, especially in a set that has +1/+1 counter payoffs.
Destructive Tampering
0.5 // 2.5 This looks like something you’d never play in most formats, but two things make this actually an okay card in really aggressive decks. One of these is simply the fact that it often has targets to destroy with the first option, the other is just that turning off (almost) all blockers is often enough for the aggro decks to finish off an opponent who has stabilized. You really only want it in that one deck, but you’re kind of always on the look out for that one copy if that’s what your deck looks like.
Reservoir Walker
1.5 3 life and 3 energy isn’t really enough to offset the bad stats this has. It isn’t unplayable, but you won’t play it very often.
Dawnfeather Eagle
3.5 This is one of the sets best Commons. It just has such a massive impact on virtually any board state, and that’s a lot to say about a Common! +1/+1 and Vigilance to your whole team while you also add a flying threat to the table is amazing. The stats boost + Vigilance makes it so you can suddenly attack your opponent, both because your creatures get larger and because they have vigilance, making it much harder for your opponent to kill you on the back swing. This is excellent top curve for aggressive White decks in this format, and the best decks often have at least two of these.
Commencement of Festivities
0.5 Fog is slightly better in this format than in most, where I would give it a 0.0. This is because there are decks in the format that try to win the game in a single swing either after pumping their whole board or casting Destructive Revelry, and siding this in against those decks is actually kind of reasonable.
Conviction
1.0 This Aura just isn’t worth it. The stats boost isn’t great, and being able to return it to your hand doesn’t really help make it much better.
Ruinous Gremlin
1.5 This is passable in your main deck because there are enough Artifacts it can target, but you sort of hope you have some better artifact hate.
Hinterland Drake
2.5 This has pretty aggressive flying stats, and that’s enough to offset the fact that it can’t block Artifact creatures – it will mostly be attacking anyway.
Druid of the Cowl
2.5 This has decent stats and ramps your mana, which makes it a solid card.
Pack 1 Pick 3: Thriving Rhino
Contraband Kingpin
3.0 The Kingpin has a very annoying body for aggressive decks to deal with since it can block a ton of stuff and survive while also gaining you life. Then, in the mean time, you get to Scry any time an Artifact ETBs, and that’s some nice additional upside.
Enraged Giant
3.0 If you can cast this for either 4 or 5 mana, you generally feel pretty good about it. 4/4 is pretty nice size in this format.
Irontread Crusher
2.0 This vehicle isn’t as exciting as some of the others, but it can do the job.
Renegade Map
3.0 This card might not look very exciting, but it does a whole lot! It does stuff with your Artifact synergies, can set up Revolt for free, lets you play fewer lands, and helps you splash.
Thriving Rhino
3.0 This is the best card in the “Thriving” cycle. The first time it attacks it becomes a ¾, and that’s a pretty real body – especially on turn 4, but even in the later part of the game.
Destructive Tampering
0.5 // 2.5 This looks like something you’d never play in most formats, but two things make this actually an okay card in really aggressive decks. One of these is simply the fact that it often has targets to destroy with the first option, the other is just that turning off (almost) all blockers is often enough for the aggro decks to finish off an opponent who has stabilized. You really only want it in that one deck, but you’re kind of always on the look out for that one copy if that’s what your deck looks like.
Eddytrail Hawk
2.5 Giving other stuff flying can have a pretty big impact, and the Hawk can do it twice without any outside help, making it a decent card.
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro decks.
Sage of Shaila's Claim
1.5 Energy is important in this format and all, but this two drop still doesn’t usually feel like its worth the card.
Hinterland Drake
2.5 This has pretty aggressive flying stats, and that’s enough to offset the fact that it can’t block Artifact creatures – it will mostly be attacking anyway.
Ornamental Courage
1.0 This isn’t a great trick. The small power boost doesn’t help you win very many combats.
Live Fast
2.0 Drawing some cards and getting some energy is something you’ll want in some Black decks, but not all of them.
Pack 1 Pick 4: Rogue Refiner
Rogue Refiner
4.0 This does a whole lot for only three mana! A 3-mana 3/2 that draws you a card would already be quite impressive, so the addition of Energy is great. This helps power your energy synergies while also just being a 2-for-1.
Weaponcraft Enthusiast
3.5 If this just also had its ETB effect, it would be completely insane, since you would just add a 3-mana 3/2 to the board and kill something. Obviously, the Revolt requirement makes it significantly less insane, and this will just be the 3/2 a little more often than you’d like. Still, when you do get Revolt going, it will still feel like you’re doing something amazing.
Ornamental Courage
1.0 This isn’t a great trick. The small power boost doesn’t help you win very many combats.
Reckless Fireweaver
2.5 This has alright stats and does often chip in a few damage with its ability, especially if you’re making servos.
Eddytrail Hawk
2.5 Giving other stuff flying can have a pretty big impact, and the Hawk can do it twice without any outside help, making it a decent card.
Thriving Turtle
2.5 If you play this on turn one, it can become a very real creature on the board. It generally won’t be able to attack forever because its power starts so low, but by the time it has to stop attacking, it has the kind of size that isn’t easy to attack through.
Cathartic Reunion
1.0 This mostly isn’t worth it. It is just some clunky card selection that asks for significant set up. There isn’t enough of a graveyard theme in the format for it to be more than that.
Mind Rot
1.0 This is basically never good in Limited, and that’s not different here!
Thriving Rhino
3.0 This is the best card in the “Thriving” cycle. The first time it attacks it becomes a ¾, and that’s a pretty real body – especially on turn 4, but even in the later part of the game.
Eager Construct
1.5 If you need a two drop or an Artifact, you could do worse.
Consulate Turret
1.0 This format has some nice Energy payoffs. This isn’t one of them. Only hitting players is a big problem, and even though it can just tap to give you energy, it usually doesn’t feel like its worth a card.
Pack 1 Pick 5: Maulfist Squad
Implement of Malice
2.0 If you consistently can use this to make an opponent discard and you draw, it feels alright. It just won’t always do that. Still, at least it isn’t blank in the late game, since you can basically cash it in for a card. It also gets revolt going.
Aether Inspector
2.0 This whole cycle is pretty nice, but the Inspector is probably the worst of the bunch. It starts out with worse stats and feels a little bit overcosted. But still, it’s a reasonable playable.
Maulfist Squad
2.5 Like most of the Fabricate creatures, this is pretty solid, as both options are pretty reasonable. A 4-mana 4/2 with Menace is nice on boards where you are the beat down and your opponent won’t be blocking it any time soon, and 4 mana for a 3/1 and a 1/1 is pretty good when you’re behind.
Impeccable Timing
2.5 This is situational, but the format does have a significant number of small creatures, and people will inevitably be attacking or blocking, so you’ll find yourself playing this a decent chunk of the time.
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro decks.
Hijack
1.0 While there are aggressive decks in this format, I haven’t really found that Hijack is worth it most of the time, even in them. It is basically a blank card until you can use it to do lethal, and that’s too inconsistent.
Countless Gears Renegade
2.5 You’ll get the 1/1 out of this like half the time, and it will feel great when you do. When that doesn’t work out, it will feel pretty mediocre.
Shipwreck Moray
1.0 This probably isn’t the Energy payoff you were looking for. It has really mediocre starting stats, and takes a ton of energy to ever actually do anything.
Universal Solvent
1.5 If you really need Artifacts and/or removal, you can play this, but most of the time you won’t.
Ornamental Courage
1.0 This isn’t a great trick. The small power boost doesn’t help you win very many combats.
Pack 1 Pick 6: Sweatworks Brawler
Demolition Stomper
1.0 Most of the vehicles in this set are solid or better. This isn’t one of them. Yeah, its huge when it gets going, but Crew 5 is massive and even if really small creatures can’t block it, its still very chumpable, and takes a lot of set up.
Ceremonious Rejection
0.5 Even in a format with this many Artifacts, this is mostly just too narrow to put in your main deck.
Spireside Infiltrator
2.5 This can crew most of the vehicles worth playing in the format while also doing 1 damage to your opponent, and even if it isn’t crewing, it is a 3-mana 3/2 that does 1 to the opponent every time it attacks. It does surprisingly well in aggressive decks.
Sweatworks Brawler
2.5 A 4-mana 3/3 with Menace is kind of alright, and you’ll find yourself playing this for three mana pretty often.
Night Market Lookout
1.5 If you’re really aggressive or plan on crewing vehicles a lot – or both – this can be an alright inclusion, but most of the time you’ll stay away from it.
Leave in the Dust
2.5 Bounce + Draw a card is pretty solid, since it actually lets you go 1-for-1 with your opponent in addition to the tempo.
Built to Smash
2.0 This is a really nice trick for aggro decks, as +3/+3 for one mana is enough to win just about any combat. When you can give an artifact creature Trample, it feels especially absurd! Obviously, since the trick only works on attackers, you’ve really gotta be the beatdown to take advantage of it.
Reckless Fireweaver
2.5 This has alright stats and does often chip in a few damage with its ability, especially if you’re making servos.
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro decks.
Pack 1 Pick 7: Narnam Cobra
Narnam Cobra
2.5 Like the rest of this cycle, this is reasonably costed, is an artifact, and can gain a useful keyword. In this case, it can trade.
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro decks.
Alley Strangler
1.5 This has alright stats and an evasive keyword ability. You’ll play it sometimes.
Universal Solvent
1.5 If you really need Artifacts and/or removal, you can play this, but most of the time you won’t.
Lathnu Sailback
0.5 You’re almost never desperate enough to stick this in your deck. A 5-mana 5/4 just doesn’t do anything in this format.
Aether Theorist
2.0 This has decent stats and can improve your draws for no mana – in addition to the fact that it might give you energy to use elsewhere. Its pretty decent.
Built to Smash
2.0 This is a really nice trick for aggro decks, as +3/+3 for one mana is enough to win just about any combat. When you can give an artifact creature Trample, it feels especially absurd! Obviously, since the trick only works on attackers, you’ve really gotta be the beatdown to take advantage of it.
Highspire Artisan
2.5 The two choices you have here are pretty nice. A 3-mana ¼ with Reach can block a lot of stuff all game long while also turning on +1/+1 counter synergies, and a 3-mana 0/3 with Reach that also gives you a 1/1 token isn’t too shabby either.
Pack 1 Pick 8: Aether Theorist
Aether Theorist
2.0 This has decent stats and can improve your draws for no mana – in addition to the fact that it might give you energy to use elsewhere. Its pretty decent.
Night Market Lookout
1.5 If you’re really aggressive or plan on crewing vehicles a lot – or both – this can be an alright inclusion, but most of the time you’ll stay away from it.
Salivating Gremlins
2.5 This will be a 4/3 with Trample on lots of turns, and that’s a relevant body all game long. If you’re really good at making servos, sometimes it will be even bigger!
Destructive Tampering
0.5 // 2.5 This looks like something you’d never play in most formats, but two things make this actually an okay card in really aggressive decks. One of these is simply the fact that it often has targets to destroy with the first option, the other is just that turning off (almost) all blockers is often enough for the aggro decks to finish off an opponent who has stabilized. You really only want it in that one deck, but you’re kind of always on the look out for that one copy if that’s what your deck looks like.
Ornamental Courage
1.0 This isn’t a great trick. The small power boost doesn’t help you win very many combats.
Audacious Infiltrator
2.5 This ability comes up more than you might think with all the thopters and servos running around. One of the big downsides about being an X/1 is usually that you die to something like a token, but that’s not a problem here, so it is just a creature with a decent aggressive statline.
Consulate Skygate
0.5 Yeah, you mostly won’t play this. It just doesn’t do anything but block, and it doesn’t even do that very well.
Pack 1 Pick 9: Hunt the Weak
Workshop Assistant
2.0 It isn’t super difficult to have an Artifact in your graveyard for this to return, but because of its mediocre stats, it will mostly just be chump blocking and returning an artifact, which isn’t amazing.
Alley Evasion
1.0 This set does have lots of ETB abilities, but this card is still mostly just a dud. Both modes are underpowered and situational.
Hunt the Weak
3.0 You have to be careful with this, because your opponent killing the creature you put the counter on will just blow you out of the game. However, when the coast is clear, permanently pumping a creature and killing an opposing creature is quite strong, especially in a set that has +1/+1 counter payoffs.
Night Market Aeronaut
1.5 There is a big difference between a 4-mana 2/2 flyer and a 4-mana 3/3 flyer, and Revolt can be difficult enough to get going that this isn’t that great.
Ruinous Gremlin
1.5 This is passable in your main deck because there are enough Artifacts it can target, but you sort of hope you have some better artifact hate.
Renegade Map
3.0 This card might not look very exciting, but it does a whole lot! It does stuff with your Artifact synergies, can set up Revolt for free, lets you play fewer lands, and helps you splash.
Pack 1 Pick 10: Hinterland Drake
Fen Hauler
2.5 This is a solid finisher for Black decks with a decent number of Artifacts. It is quite large, paying 5 for it is pretty realistic, and it can’t be blacked by a ton of creatures in the format, including most of the creature tokens.
Destructive Tampering
0.5 // 2.5 This looks like something you’d never play in most formats, but two things make this actually an okay card in really aggressive decks. One of these is simply the fact that it often has targets to destroy with the first option, the other is just that turning off (almost) all blockers is often enough for the aggro decks to finish off an opponent who has stabilized. You really only want it in that one deck, but you’re kind of always on the look out for that one copy if that’s what your deck looks like.
Reservoir Walker
1.5 3 life and 3 energy isn’t really enough to offset the bad stats this has. It isn’t unplayable, but you won’t play it very often.
Ruinous Gremlin
1.5 This is passable in your main deck because there are enough Artifacts it can target, but you sort of hope you have some better artifact hate.
Hinterland Drake
2.5 This has pretty aggressive flying stats, and that’s enough to offset the fact that it can’t block Artifact creatures – it will mostly be attacking anyway.
Pack 1 Pick 11: Hinterland Drake
Irontread Crusher
2.0 This vehicle isn’t as exciting as some of the others, but it can do the job.
Destructive Tampering
0.5 // 2.5 This looks like something you’d never play in most formats, but two things make this actually an okay card in really aggressive decks. One of these is simply the fact that it often has targets to destroy with the first option, the other is just that turning off (almost) all blockers is often enough for the aggro decks to finish off an opponent who has stabilized. You really only want it in that one deck, but you’re kind of always on the look out for that one copy if that’s what your deck looks like.
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro decks.
Hinterland Drake
2.5 This has pretty aggressive flying stats, and that’s enough to offset the fact that it can’t block Artifact creatures – it will mostly be attacking anyway.
Pack 1 Pick 12: Thriving Turtle
Ornamental Courage
1.0 This isn’t a great trick. The small power boost doesn’t help you win very many combats.
Thriving Turtle
2.5 If you play this on turn one, it can become a very real creature on the board. It generally won’t be able to attack forever because its power starts so low, but by the time it has to stop attacking, it has the kind of size that isn’t easy to attack through.
Cathartic Reunion
1.0 This mostly isn’t worth it. It is just some clunky card selection that asks for significant set up. There isn’t enough of a graveyard theme in the format for it to be more than that.
Pack 1 Pick 13: Implement of Malice
Implement of Malice
2.0 If you consistently can use this to make an opponent discard and you draw, it feels alright. It just won’t always do that. Still, at least it isn’t blank in the late game, since you can basically cash it in for a card. It also gets revolt going.
Hijack
1.0 While there are aggressive decks in this format, I haven’t really found that Hijack is worth it most of the time, even in them. It is basically a blank card until you can use it to do lethal, and that’s too inconsistent.
Pack 1 Pick 14: Built to Smash
Built to Smash
2.0 This is a really nice trick for aggro decks, as +3/+3 for one mana is enough to win just about any combat. When you can give an artifact creature Trample, it feels especially absurd! Obviously, since the trick only works on attackers, you’ve really gotta be the beatdown to take advantage of it.
Pack 2 Pick 1: Lifecrafter's Bestiary
Lifecrafter's Bestiary
4.0 Scry 1 every upkeep isn’t really worth a card and 3 mana, but if you’re playing Green, this also turns into a whole lot of extra cards. And, the Scry actually ends up helping you find those creature spells to draw even more cards.
Cloudblazer
4.0 This is quite the signpost uncommon! It basically gives you a 3-for-1 and gains you some life to give you a better chance of surviving long enough to use those cards, which is great.
Peema Aether-Seer
2.0 This has pretty ugly stats for the cost, the ability is pretty expensive and situational. Sometimes it will let you take down an opponent’s key creature, but chances are good that they’re attacking with their best creature anyway, so it isn’t like it will always be able to do something. Plus, you have to have a creature large enough to win combat with the creature you target, which is also far from guaranteed.
Airdrop Aeronauts
3.5 A 5-mana 4/3 flyer is a passable card, and this will gain you 5 life often enough to be a pretty nice creature for your deck.
Revolutionary Rebuff
1.0 This is cheap, but it also isn’t anywhere close to a hard counter, and the fact that it can’t counter artifacts definitely matters in this set.
Consulate Skygate
0.5 Yeah, you mostly won’t play this. It just doesn’t do anything but block, and it doesn’t even do that very well.
Fortuitous Find
2.0 If your deck has a good mix of artifacts and creatures – and ideally, artifact creatures, this feels pretty good, since you can pay 3 to get two creatures back, and that’s a nice little play in the late game. Pretty much a dead card early, and if your graveyard doesn’t have the right composition, its pretty bad.
Implement of Malice
2.0 If you consistently can use this to make an opponent discard and you draw, it feels alright. It just won’t always do that. Still, at least it isn’t blank in the late game, since you can basically cash it in for a card. It also gets revolt going.
Built to Smash
2.0 This is a really nice trick for aggro decks, as +3/+3 for one mana is enough to win just about any combat. When you can give an artifact creature Trample, it feels especially absurd! Obviously, since the trick only works on attackers, you’ve really gotta be the beatdown to take advantage of it.
Kujar Seedsculptor
3.0 You have to be careful with this, because your opponent killing the creature you put the counter on will just blow you out of the game. However, when the coast is clear, permanently pumping a creature and killing an opposing creature is quite strong, especially in a set that has +1/+1 counter payoffs.
Glint-Sleeve Artisan
3.0 This is one of White’s best commons. A 3-mana 3/3 or a 3-mana 2/2 and a 1/1 is quite nice, especially because White has lots of ways to pay you off for going wide.
Appetite for the Unnatural
2.0 This is a passable main deck card in this format since there are plenty of targets.
Nimble Innovator
1.5 4-mana for a 2/2 is pretty ugly, but at least it draws you a card. It can give you a 2-for-1 often enough to make the cut sometimes.
Fireforger's Puzzleknot
1.5 So, this can kill a couple of X/1s or an X/2 for 4 mana. That’s not exactly incredible, but hey – its an artifact, and that helps elevate it a bit.
Pack 2 Pick 2: Wild Wanderer
Aetherflux Reservoir
0.0 This has great stats, and giving you extra energy and extra +1/+1 counters comes up a whole lot in this format.
Visionary Augmenter
3.5 With some of these Fabricate creatures, you will pretty frequently choose the +1/+1 counter option – but that’s not true here. A 4-mana 2/1 and two 1/1s is just way better than a 4-mana 4/3, especially in a color that has two nice payoffs for going wide at COMMON (Dawnfeather Eagle and Inspired Charge). But yeah, point is, this card’s very good.
Underhanded Designs
3.0 Most of the value here comes from this turning into a removal spell, but being able to drain the opponent from time to time is nice additional upside. Not every deck will be able to consistently make it into a removal spell, but it isn’t that hard to accomplish either.
Irontread Crusher
2.0 This vehicle isn’t as exciting as some of the others, but it can do the job.
Sweatworks Brawler
2.5 A 4-mana 3/3 with Menace is kind of alright, and you’ll find yourself playing this for three mana pretty often.
Eager Construct
1.5 If you need a two drop or an Artifact, you could do worse.
Malfunction
3.0 4 mana is a little clunky, but this shuts down most creatures and artifacts in the format.
Wild Wanderer
2.5 This actually provides some reasonable fixing and ramp, and is large enough to trade.
Precise Strike
1.5 This is one mana, and can help enough creatures win combat that it is a semi-reasonable inclusion in aggro decks.
Mobile Garrison
2.0 This isn’t as impressive stats-wise as some other vehicles, but it crews for 2 and untaps an artifact or creature when it attacks, which can include whatever crewed it, and that ends up being pretty decent.
Maulfist Squad
2.5 Like most of the Fabricate creatures, this is pretty solid, as both options are pretty reasonable. A 4-mana 4/2 with Menace is nice on boards where you are the beat down and your opponent won’t be blocking it any time soon, and 4 mana for a 3/1 and a 1/1 is pretty good when you’re behind.
Prakhata Pillar-Bug
2.5 Yet another efficient artifact creature that can gain a useful keyword, and yet another 2.5.
Inspired Charge
0.5 // 2.5 You would definitely prefer to get Dawnfeather Eagle, but with all of the Servos in White, you end up going wide enough to make this work in a decent chunk of decks, and it can definitely sub in for the eagle in those decks. If you aren’t good at going wide, it is pretty unplayable.
Pack 2 Pick 3: Aether Hub
Aether Hub
3.5 This gives you really good fixing, especially because having more energy to use on it really isn’t that hard.
Engineered Might
2.5 This card is such a bummer as far as signposts go. Luckily, GW has other ways to pump the whole board that are better, because if this was the card that you were counting on to win you the game when you go wide, you’d be in trouble! Being a sorcery for 5 mana is just really rough, and gives your opponent way more information than you’d like. Pumping one creature as a secondary option is alright I guess, but its still a sorcery that can be easily responded to. I don’t think you even always play this in your GW decks, and that’s pretty sad.
Restoration Gearsmith
4.0 This almost always has something to get back for you, and that means it is almost always an easy 2-for-1.
Aether Chaser
3.5 This has great stats to begin with, so adding the ability to make Servo tokens is great. A 2/1 first striker is often relevant pretty much all game, whether you’re the one attacking or blocking, so having that Energy/servo upside is great, especially because going wide is very viable in this set.
Fragmentize
2.0 This is actually mainboardable in this format, as there are plenty of targets for it. In an ideal world, you probably start it in your sideboard in best of 3, though.
Hinterland Drake
2.5 This has pretty aggressive flying stats, and that’s enough to offset the fact that it can’t block Artifact creatures – it will mostly be attacking anyway.
Alley Strangler
1.5 This has alright stats and an evasive keyword ability. You’ll play it sometimes.
Renegade Map
3.0 This card might not look very exciting, but it does a whole lot! It does stuff with your Artifact synergies, can set up Revolt for free, lets you play fewer lands, and helps you splash.
Irontread Crusher
2.0 This vehicle isn’t as exciting as some of the others, but it can do the job.
Live Fast
2.0 Drawing some cards and getting some energy is something you’ll want in some Black decks, but not all of them.
Prophetic Prism
3.0 The fac this replaces itself is a pretty big deal. Most of the time filter artifacts aren’t worth a card, but this is literally worth a card and then some because of that. And, this format really cares about artifacts.
Cogworker's Puzzleknot
2.5 This can really help you go wide in a hurry, which is useful for White decks, and it also gives you two artifacts on turn two, which can really help out cards with Improvise.
Pack 2 Pick 4: Revoke Privileges
Renegade Wheelsmith
4.0 This card is great. RW is aggressive enough that blanking a blocker when this attacks can often mean game over for your opponent, and its important to note that it also makes things unable to block when it crews Vehicles, which is nice.
Furious Reprisal
2.0 This looks like it would be pretty amazing at first glance – hard not to imagine killing two things with it, right? Well, yeah – it will do that sometimes, but it is also a clunky 4-mana sorcery that can’t do anything about larger creatures, and that’s not exactly what you want to be spending your mana on a lot of the time. And don’t get me wrong, it isn’t bad, it is just also nowhere near a premium removal spell, or even close to being a card you always play.
Audacious Infiltrator
2.5 This ability comes up more than you might think with all the thopters and servos running around. One of the big downsides about being an X/1 is usually that you die to something like a token, but that’s not a problem here, so it is just a creature with a decent aggressive statline.
Revoke Privileges
4.0 This is a really effective removal spell, capable of completely shutting down a whole lot of cards in the format for only three mana. The fact it stops Crewing from happening is really important.
Ruinous Gremlin
1.5 This is passable in your main deck because there are enough Artifacts it can target, but you sort of hope you have some better artifact hate.
Ornamental Courage
1.0 This isn’t a great trick. The small power boost doesn’t help you win very many combats.
Night Market Lookout
1.5 If you’re really aggressive or plan on crewing vehicles a lot – or both – this can be an alright inclusion, but most of the time you’ll stay away from it.
Ice Over
2.5 It is a bummer that this doesn’t tap down the thing you attach it too, but it is still some serviceable removal.
Nimble Innovator
1.5 4-mana for a 2/2 is pretty ugly, but at least it draws you a card. It can give you a 2-for-1 often enough to make the cut sometimes.
Pendulum of Patterns
0.5 Yeah, this isn’t really worth it. Early on it gains you some life, but that doesn’t matter a whole lot in this format. Then, later, you can cash it in for a card for a wopping 5 mana. Even in a format that loves artifacts, there isn’t much of a reason to play this thing.
Glint-Sleeve Artisan
3.0 This is one of White’s best commons. A 3-mana 3/3 or a 3-mana 2/2 and a 1/1 is quite nice, especially because White has lots of ways to pay you off for going wide.
Pack 2 Pick 5: Peema Outrider
Hidden Stockpile
3.0 On its own, you can sacrifice a servo to it every turn to Scry, and then get a Servo at the end of every turn. In addition to just being a funny little value engine, it also helps trigger other Revolt cards, and BW is fairly interested in that.
Built to Smash
2.0 This is a really nice trick for aggro decks, as +3/+3 for one mana is enough to win just about any combat. When you can give an artifact creature Trample, it feels especially absurd! Obviously, since the trick only works on attackers, you’ve really gotta be the beatdown to take advantage of it.
Precise Strike
1.5 This is one mana, and can help enough creatures win combat that it is a semi-reasonable inclusion in aggro decks.
Countless Gears Renegade
2.5 You’ll get the 1/1 out of this like half the time, and it will feel great when you do. When that doesn’t work out, it will feel pretty mediocre.
Self-Assembler
0.5 // 3.0 If you have one Self Assembler, don’t play it. If you manage to get a second one, you’re actually kind of in business. A 5-mana 4/4 isn’t good, but it does draw you another one, and making sure you have those plays on back to back turns is pretty nice. Because of the mana cost running more than 3 probably isn’t a great idea, but chaining those three together is pretty nice, even with mediocre stats.
Aether Poisoner
3.5 This is another very good Common in this cycle. With death touch, it is a real pain to block or attack through, and that means it often has no problem making that 1/1 token. Attacking with it into a block and making that 1/1 feels pretty good, and it can obviously get even more out of hand!
Peema Outrider
3.5 The choice between a 4-mana 4/4 Trample and a 4-mana 3/3 Trample with a 1/1 Servo token is a good decision to have to make, because either option is giving you a great deal.
Hinterland Drake
2.5 This has pretty aggressive flying stats, and that’s enough to offset the fact that it can’t block Artifact creatures – it will mostly be attacking anyway.
Consulate Turret
1.0 This format has some nice Energy payoffs. This isn’t one of them. Only hitting players is a big problem, and even though it can just tap to give you energy, it usually doesn’t feel like its worth a card.
Pack 2 Pick 6: Aether Meltdown
Aether Meltdown
3.0 This can pretty much shut down a lot of creatures – and vehicles – in the format for only two mana, while also giving you a bit of Energy to use with other cards. It is of course frustrating that things can still block once you use this, and that keeps it from being amazing, but it does a pretty good job.
Cathartic Reunion
1.0 This mostly isn’t worth it. It is just some clunky card selection that asks for significant set up. There isn’t enough of a graveyard theme in the format for it to be more than that.
Appetite for the Unnatural
2.0 This is a passable main deck card in this format since there are plenty of targets.
Weldfast Monitor
2.5 Like the rest of this cycle, this is a pretty solid creature to have in your Red decks.
Fourth Bridge Prowler
1.5 You can play this and kill something with the ETB a decent chunk of the time, but it does tend to get worse as the game goes on.
Revolutionary Rebuff
1.0 This is cheap, but it also isn’t anywhere close to a hard counter, and the fact that it can’t counter artifacts definitely matters in this set.
Implement of Malice
2.0 If you consistently can use this to make an opponent discard and you draw, it feels alright. It just won’t always do that. Still, at least it isn’t blank in the late game, since you can basically cash it in for a card. It also gets revolt going.
Conviction
1.0 This Aura just isn’t worth it. The stats boost isn’t great, and being able to return it to your hand doesn’t really help make it much better.
Implement of Examination
2.0 So, you basically pay a total of 4 mana for two cards, which isn’t completely terrible – and you can spread it out over a couple of turns. It is also an artifact, and one that can get Revolt going.
Pack 2 Pick 7: Aether Theorist
Implement of Examination
2.0 So, you basically pay a total of 4 mana for two cards, which isn’t completely terrible – and you can spread it out over a couple of turns. It is also an artifact, and one that can get Revolt going.
Aether Theorist
2.0 This has decent stats and can improve your draws for no mana – in addition to the fact that it might give you energy to use elsewhere. Its pretty decent.
Die Young
3.0 This is a nice removal spell. At worst, it is two mana to give something -2/-2, and if you have other energy around, it can take down larger things.
Spireside Infiltrator
2.5 This can crew most of the vehicles worth playing in the format while also doing 1 damage to your opponent, and even if it isn’t crewing, it is a 3-mana 3/2 that does 1 to the opponent every time it attacks. It does surprisingly well in aggressive decks.
Commencement of Festivities
0.5 Fog is slightly better in this format than in most, where I would give it a 0.0. This is because there are decks in the format that try to win the game in a single swing either after pumping their whole board or casting Destructive Revelry, and siding this in against those decks is actually kind of reasonable.
Revolutionary Rebuff
1.0 This is cheap, but it also isn’t anywhere close to a hard counter, and the fact that it can’t counter artifacts definitely matters in this set.
Fireforger's Puzzleknot
1.5 So, this can kill a couple of X/1s or an X/2 for 4 mana. That’s not exactly incredible, but hey – its an artifact, and that helps elevate it a bit.
Inspired Charge
0.5 // 2.5 You would definitely prefer to get Dawnfeather Eagle, but with all of the Servos in White, you end up going wide enough to make this work in a decent chunk of decks, and it can definitely sub in for the eagle in those decks. If you aren’t good at going wide, it is pretty unplayable.
Pack 2 Pick 8: Servo Schematic
Servo Schematic
2.0 This gives you two artifacts on turn two, which is pretty good at setting up Improvise and other Artifact payoffs. Ideally, your deck also has some ways to sacrifice the Schematic so you can get that second servo.
Commencement of Festivities
0.5 Fog is slightly better in this format than in most, where I would give it a 0.0. This is because there are decks in the format that try to win the game in a single swing either after pumping their whole board or casting Destructive Revelry, and siding this in against those decks is actually kind of reasonable.
Mind Rot
1.0 This is basically never good in Limited, and that’s not different here!
Destructive Tampering
0.5 // 2.5 This looks like something you’d never play in most formats, but two things make this actually an okay card in really aggressive decks. One of these is simply the fact that it often has targets to destroy with the first option, the other is just that turning off (almost) all blockers is often enough for the aggro decks to finish off an opponent who has stabilized. You really only want it in that one deck, but you’re kind of always on the look out for that one copy if that’s what your deck looks like.
Night Market Lookout
1.5 If you’re really aggressive or plan on crewing vehicles a lot – or both – this can be an alright inclusion, but most of the time you’ll stay away from it.
Aether Theorist
2.0 This has decent stats and can improve your draws for no mana – in addition to the fact that it might give you energy to use elsewhere. Its pretty decent.
Fortuitous Find
2.0 If your deck has a good mix of artifacts and creatures – and ideally, artifact creatures, this feels pretty good, since you can pay 3 to get two creatures back, and that’s a nice little play in the late game. Pretty much a dead card early, and if your graveyard doesn’t have the right composition, its pretty bad.
Pack 2 Pick 9: Nimble Innovator
Revolutionary Rebuff
1.0 This is cheap, but it also isn’t anywhere close to a hard counter, and the fact that it can’t counter artifacts definitely matters in this set.
Consulate Skygate
0.5 Yeah, you mostly won’t play this. It just doesn’t do anything but block, and it doesn’t even do that very well.
Fortuitous Find
2.0 If your deck has a good mix of artifacts and creatures – and ideally, artifact creatures, this feels pretty good, since you can pay 3 to get two creatures back, and that’s a nice little play in the late game. Pretty much a dead card early, and if your graveyard doesn’t have the right composition, its pretty bad.
Implement of Malice
2.0 If you consistently can use this to make an opponent discard and you draw, it feels alright. It just won’t always do that. Still, at least it isn’t blank in the late game, since you can basically cash it in for a card. It also gets revolt going.
Nimble Innovator
1.5 4-mana for a 2/2 is pretty ugly, but at least it draws you a card. It can give you a 2-for-1 often enough to make the cut sometimes.
Fireforger's Puzzleknot
1.5 So, this can kill a couple of X/1s or an X/2 for 4 mana. That’s not exactly incredible, but hey – its an artifact, and that helps elevate it a bit.
Pack 2 Pick 10: Malfunction
Eager Construct
1.5 If you need a two drop or an Artifact, you could do worse.
Malfunction
3.0 4 mana is a little clunky, but this shuts down most creatures and artifacts in the format.
Precise Strike
1.5 This is one mana, and can help enough creatures win combat that it is a semi-reasonable inclusion in aggro decks.
Maulfist Squad
2.5 Like most of the Fabricate creatures, this is pretty solid, as both options are pretty reasonable. A 4-mana 4/2 with Menace is nice on boards where you are the beat down and your opponent won’t be blocking it any time soon, and 4 mana for a 3/1 and a 1/1 is pretty good when you’re behind.
Inspired Charge
0.5 // 2.5 You would definitely prefer to get Dawnfeather Eagle, but with all of the Servos in White, you end up going wide enough to make this work in a decent chunk of decks, and it can definitely sub in for the eagle in those decks. If you aren’t good at going wide, it is pretty unplayable.
Pack 2 Pick 11: Hinterland Drake
Fragmentize
2.0 This is actually mainboardable in this format, as there are plenty of targets for it. In an ideal world, you probably start it in your sideboard in best of 3, though.
Hinterland Drake
2.5 This has pretty aggressive flying stats, and that’s enough to offset the fact that it can’t block Artifact creatures – it will mostly be attacking anyway.
Irontread Crusher
2.0 This vehicle isn’t as exciting as some of the others, but it can do the job.
Live Fast
2.0 Drawing some cards and getting some energy is something you’ll want in some Black decks, but not all of them.
Pack 2 Pick 12: Nimble Innovator
Ruinous Gremlin
1.5 This is passable in your main deck because there are enough Artifacts it can target, but you sort of hope you have some better artifact hate.
Nimble Innovator
1.5 4-mana for a 2/2 is pretty ugly, but at least it draws you a card. It can give you a 2-for-1 often enough to make the cut sometimes.
Pendulum of Patterns
0.5 Yeah, this isn’t really worth it. Early on it gains you some life, but that doesn’t matter a whole lot in this format. Then, later, you can cash it in for a card for a wopping 5 mana. Even in a format that loves artifacts, there isn’t much of a reason to play this thing.
Pack 2 Pick 13: Consulate Turret
Precise Strike
1.5 This is one mana, and can help enough creatures win combat that it is a semi-reasonable inclusion in aggro decks.
Consulate Turret
1.0 This format has some nice Energy payoffs. This isn’t one of them. Only hitting players is a big problem, and even though it can just tap to give you energy, it usually doesn’t feel like its worth a card.
Pack 2 Pick 14: Implement of Examination
Implement of Examination
2.0 So, you basically pay a total of 4 mana for two cards, which isn’t completely terrible – and you can spread it out over a couple of turns. It is also an artifact, and one that can get Revolt going.
Pack 3 Pick 1: Peema Outrider
Scrap Trawler
2.5 This has passable stats and it will sometimes let you return things from the graveyard, though getting the exact right mana values in there isn’t always going to happen.
Renegade Wheelsmith
4.0 This card is great. RW is aggressive enough that blanking a blocker when this attacks can often mean game over for your opponent, and its important to note that it also makes things unable to block when it crews Vehicles, which is nice.
Shrewd Negotiation
2.5 This is a little less situational than it looks. The format has a ton of 1/1 tokens, and trading a random token for your opponent’s best things can be a pretty big deal. It does take a significant amount of set up, and is pretty clunky, but it has a pretty high ceiling.
Invigorated Rampage
2.0 In really aggressive decks, this trick can really be a beating, as it can add a ton of damage to the board out of nowhere. Now, its rough that it doesn’t increase your creature’s toughness at all, but that just doesn’t really matter if the card lets you run over a couple of your opponent’s creatures while doing a bunch of damage.
Peema Outrider
3.5 The choice between a 4-mana 4/4 Trample and a 4-mana 3/3 Trample with a 1/1 Servo token is a good decision to have to make, because either option is giving you a great deal.
Destructive Tampering
0.5 // 2.5 This looks like something you’d never play in most formats, but two things make this actually an okay card in really aggressive decks. One of these is simply the fact that it often has targets to destroy with the first option, the other is just that turning off (almost) all blockers is often enough for the aggro decks to finish off an opponent who has stabilized. You really only want it in that one deck, but you’re kind of always on the look out for that one copy if that’s what your deck looks like.
Revoke Privileges
4.0 This is a really effective removal spell, capable of completely shutting down a whole lot of cards in the format for only three mana. The fact it stops Crewing from happening is really important.
Ruinous Gremlin
1.5 This is passable in your main deck because there are enough Artifacts it can target, but you sort of hope you have some better artifact hate.
Revolutionary Rebuff
1.0 This is cheap, but it also isn’t anywhere close to a hard counter, and the fact that it can’t counter artifacts definitely matters in this set.
Foundry Screecher
2.5 This has passable stats to begin with, and becomes a 3/1 flyer for 3 if you have an Artifact, and that’s a pretty legitimate threat in the air.
Narnam Cobra
2.5 Like the rest of this cycle, this is reasonably costed, is an artifact, and can gain a useful keyword. In this case, it can trade.
Highspire Artisan
2.5 The two choices you have here are pretty nice. A 3-mana ¼ with Reach can block a lot of stuff all game long while also turning on +1/+1 counter synergies, and a 3-mana 0/3 with Reach that also gives you a 1/1 token isn’t too shabby either.
Prakhata Pillar-Bug
2.5 Yet another efficient artifact creature that can gain a useful keyword, and yet another 2.5.
Pack 3 Pick 2: Fabrication Module
Whirler Virtuoso
4.0 This is, at worst, a 3-mana 2/3 that makes a 1/1 Thopter – that’s a card you’d always play, and obviously it has the potential to churn out more than one Thopter token.
Fabrication Module
3.5 If you’re good at making Energy, this is a pretty darn powerful payoff for it, as getting those +1/+1 counters is a big deal. In the late game, its ability basically gives you an energy AND a +1/+1 counter too, and that’s not a terrible mana sink.
Restoration Specialist
2.5 Even in a set with this many Artifacts, you don’t often have one in your graveyard that is worth paying 4 mana to reanimate.
Revoke Privileges
4.0 This is a really effective removal spell, capable of completely shutting down a whole lot of cards in the format for only three mana. The fact it stops Crewing from happening is really important.
Narnam Cobra
2.5 Like the rest of this cycle, this is reasonably costed, is an artifact, and can gain a useful keyword. In this case, it can trade.
Ornamental Courage
1.0 This isn’t a great trick. The small power boost doesn’t help you win very many combats.
Maulfist Squad
2.5 Like most of the Fabricate creatures, this is pretty solid, as both options are pretty reasonable. A 4-mana 4/2 with Menace is nice on boards where you are the beat down and your opponent won’t be blocking it any time soon, and 4 mana for a 3/1 and a 1/1 is pretty good when you’re behind.
Metallic Rebuke
1.0 Even in an artifact deck, this isn’t great. Not being a hard counter gives it diminishing returns as the game goes on.
Select for Inspection
2.0 One mana to bounce a creature is a really good deal, even if it can only go after tapped creatures. It can give you some very nice tempo, and tacking on the Scry is nice additional upside.
Prakhata Pillar-Bug
2.5 Yet another efficient artifact creature that can gain a useful keyword, and yet another 2.5.
Reckless Fireweaver
2.5 This has alright stats and does often chip in a few damage with its ability, especially if you’re making servos.
Audacious Infiltrator
2.5 This ability comes up more than you might think with all the thopters and servos running around. One of the big downsides about being an X/1 is usually that you die to something like a token, but that’s not a problem here, so it is just a creature with a decent aggressive statline.
Welding Sparks
4.0 This is a great Common, one that would be really good even if it always does 3, but will be doing 4+ pretty often.
Pack 3 Pick 3: Attune with Aether
Creeping Mold
1.0 This does kill a lot of Artifacts, but as a 4 mana Sorcery, it is too clunky to be worth it most of the time.
Aethertorch Renegade
2.5 This gives you a ton of energy up front, which is pretty nice! Not so nice is the amount of energy it takes to use its abilities. Pinging stuff is good and all, but it doesn’t do something on every board state, and 2 energy is pretty steep. Sometimes you’ll get there enough on an energy deck for the 6 damage effect, but don’t hold your breath.
Winding Constrictor
3.5 This has great stats, and giving you extra energy and extra +1/+1 counters comes up a whole lot in this format.
Aether Inspector
2.0 This whole cycle is pretty nice, but the Inspector is probably the worst of the bunch. It starts out with worse stats and feels a little bit overcosted. But still, it’s a reasonable playable.
Self-Assembler
0.5 // 3.0 If you have one Self Assembler, don’t play it. If you manage to get a second one, you’re actually kind of in business. A 5-mana 4/4 isn’t good, but it does draw you another one, and making sure you have those plays on back to back turns is pretty nice. Because of the mana cost running more than 3 probably isn’t a great idea, but chaining those three together is pretty nice, even with mediocre stats.
Lifecraft Cavalry
2.0 This is kind of alright even when you don’t revolt, and pretty scary when you can. It isn’t terrible top curve.
Chandra's Pyrohelix
3.0 At worst, this kills an X/2 for two mana, which is fine – and sometimes you can take out 2 X/1s, which will feel amazing. It can also go after your opponent when necessary.
Aether Tradewinds
1.0 This effect is supposed to be here to help you abuse ETB abilities, but it often just isn’t worth going down a card to do this.
Attune with Aether
3.0 This card is sneaky good. It is basically one mana to draw a card and gain two energy, and that’s a great deal. And sure, the card you draw is a land, but that’s fine! It basically lets you play fewer lands in your deck, gives you energy for all the cards that care about that and fixes your mana. It just does so much for only one Green.
Lathnu Sailback
0.5 You’re almost never desperate enough to stick this in your deck. A 5-mana 5/4 just doesn’t do anything in this format.
Foundry Screecher
2.5 This has passable stats to begin with, and becomes a 3/1 flyer for 3 if you have an Artifact, and that’s a pretty legitimate threat in the air.
Consulate Skygate
0.5 Yeah, you mostly won’t play this. It just doesn’t do anything but block, and it doesn’t even do that very well.
Pack 3 Pick 4: Ridgescale Tusker
Ridgescale Tusker
4.5 Yeah, this is an Uncommon, but it just feels like a bomb in this format. It isn’t hard to go wide, it is a 5-mana 5/5, and it has an immediate and large impact on just about every board it can come down on.
Nature's Way
3.5 Your creature doesn’t get a stats boost from this, so it has to already be decently sized for this to be worth it – but the good news is, you’re in Green, and that’s just going to be the case most of the time! Also, it doesn’t “fight.” The damage it does is one-sided, so your creature’s toughness doesn’t matter! And the keywords it gives are pretty nice too, especially since you probably just got rid of a blocker.
Cathartic Reunion
1.0 This mostly isn’t worth it. It is just some clunky card selection that asks for significant set up. There isn’t enough of a graveyard theme in the format for it to be more than that.
Die Young
3.0 This is a nice removal spell. At worst, it is two mana to give something -2/-2, and if you have other energy around, it can take down larger things.
Lathnu Sailback
0.5 You’re almost never desperate enough to stick this in your deck. A 5-mana 5/4 just doesn’t do anything in this format.
Woodweaver's Puzzleknot
1.5 If you’re interested in energy, this can give you 6 all on its own while also gaining you 6 life. That life gain actually matters too, because playing this and sacrificing this is pretty slow, but the life gain does offset that a bit. You won’t play this in any but the most all-in energy decks.
Dukhara Peafowl
2.5 This is an artifact in a set that cares about that, and has decent stats and the ability to gain flying. You’ll play this pretty often in Blue.
Inventor's Goggles
3.0 This gives a kind of passable boost for the casting and Equip cost, but what really makes it a nice card is the fact that it equips for free to an Artificer when it enters the battlefield, and this format has a ton of them. Playing this on turn one and an Artificer on turn two happens all the time in this format, and is a pretty amazing start.
Aether Tradewinds
1.0 This effect is supposed to be here to help you abuse ETB abilities, but it often just isn’t worth going down a card to do this.
Thriving Turtle
2.5 If you play this on turn one, it can become a very real creature on the board. It generally won’t be able to attack forever because its power starts so low, but by the time it has to stop attacking, it has the kind of size that isn’t easy to attack through.
Built to Last
2.0 This is a decent trick that gets even better if you’re rumbling with artifact creatures. It is a decent inclusion in aggro decks.
Pack 3 Pick 5: Shielded Aether Thief
Restoration Specialist
2.5 Even in a set with this many Artifacts, you don’t often have one in your graveyard that is worth paying 4 mana to reanimate.
Shielded Aether Thief
2.5 This blocks a lot of stuff in this format pretty well, and makes you energy while doing it! Drawing a card with energy is a pretty nice payoff too.
Precise Strike
1.5 This is one mana, and can help enough creatures win combat that it is a semi-reasonable inclusion in aggro decks.
Aviary Mechanic
2.5 This has a solid baseline as a bear, and its ETB ability actually does something like half the time, and that’s pretty nice.
Daring Demolition
4.0 4 mana to kill any creature or artifact is great in this format, even at Sorcery speed. This is premium removal.
Built to Last
2.0 This is a decent trick that gets even better if you’re rumbling with artifact creatures. It is a decent inclusion in aggro decks.
Built to Smash
2.0 This is a really nice trick for aggro decks, as +3/+3 for one mana is enough to win just about any combat. When you can give an artifact creature Trample, it feels especially absurd! Obviously, since the trick only works on attackers, you’ve really gotta be the beatdown to take advantage of it.
Unbridled Growth
1.0 This is something you’ll play if you’re really hard up for fixing, but will avoid most of the time.
Kujar Seedsculptor
3.0 You have to be careful with this, because your opponent killing the creature you put the counter on will just blow you out of the game. However, when the coast is clear, permanently pumping a creature and killing an opposing creature is quite strong, especially in a set that has +1/+1 counter payoffs.
Tezzeret's Ambition
1.5 This is a really clunky draw spell, but some decks will be interested in paying 5 to draw 3 with this.
Pack 3 Pick 6: Chandra's Revolution
Speedway Fanatic
2.0 Giving Vehicles haste is nice, and a two mana 2/1 with Haste isn’t the worst thing ever, either.
Chandra's Revolution
3.0 4 mana for 4 damage at Sorcery speed isn’t the most amazing thing, and the land tap down part of the card doesn’t give it much of an upgrade. Still, it is reasonably efficient removal.
Select for Inspection
2.0 One mana to bounce a creature is a really good deal, even if it can only go after tapped creatures. It can give you some very nice tempo, and tacking on the Scry is nice additional upside.
Workshop Assistant
2.0 It isn’t super difficult to have an Artifact in your graveyard for this to return, but because of its mediocre stats, it will mostly just be chump blocking and returning an artifact, which isn’t amazing.
Frontline Rebel
2.0 The aggressive decks in the format tend to feel fine about including this in their deck, even if it is a 3-mana 3/3 with downside.
Unbridled Growth
1.0 This is something you’ll play if you’re really hard up for fixing, but will avoid most of the time.
Built to Smash
2.0 This is a really nice trick for aggro decks, as +3/+3 for one mana is enough to win just about any combat. When you can give an artifact creature Trample, it feels especially absurd! Obviously, since the trick only works on attackers, you’ve really gotta be the beatdown to take advantage of it.
Audacious Infiltrator
2.5 This ability comes up more than you might think with all the thopters and servos running around. One of the big downsides about being an X/1 is usually that you die to something like a token, but that’s not a problem here, so it is just a creature with a decent aggressive statline.
Consulate Turret
1.0 This format has some nice Energy payoffs. This isn’t one of them. Only hitting players is a big problem, and even though it can just tap to give you energy, it usually doesn’t feel like its worth a card.
Pack 3 Pick 7: Tezzeret's Ambition
Irontread Crusher
2.0 This vehicle isn’t as exciting as some of the others, but it can do the job.
Lathnu Sailback
0.5 You’re almost never desperate enough to stick this in your deck. A 5-mana 5/4 just doesn’t do anything in this format.
Pendulum of Patterns
0.5 Yeah, this isn’t really worth it. Early on it gains you some life, but that doesn’t matter a whole lot in this format. Then, later, you can cash it in for a card for a wopping 5 mana. Even in a format that loves artifacts, there isn’t much of a reason to play this thing.
Tezzeret's Ambition
1.5 This is a really clunky draw spell, but some decks will be interested in paying 5 to draw 3 with this.
Commencement of Festivities
0.5 Fog is slightly better in this format than in most, where I would give it a 0.0. This is because there are decks in the format that try to win the game in a single swing either after pumping their whole board or casting Destructive Revelry, and siding this in against those decks is actually kind of reasonable.
Woodweaver's Puzzleknot
1.5 If you’re interested in energy, this can give you 6 all on its own while also gaining you 6 life. That life gain actually matters too, because playing this and sacrificing this is pretty slow, but the life gain does offset that a bit. You won’t play this in any but the most all-in energy decks.
Fragmentize
2.0 This is actually mainboardable in this format, as there are plenty of targets for it. In an ideal world, you probably start it in your sideboard in best of 3, though.
Fen Hauler
2.5 This is a solid finisher for Black decks with a decent number of Artifacts. It is quite large, paying 5 for it is pretty realistic, and it can’t be blacked by a ton of creatures in the format, including most of the creature tokens.
Pack 3 Pick 8: Aether Swooper
Glimmer of Genius
3.0 Scry 2 + Draw 2 lets you see a large percentage of cards in your small Limited deck, and that’s great – and throwing in Energy definitely matters in this format.
Renegade Map
3.0 This card might not look very exciting, but it does a whole lot! It does stuff with your Artifact synergies, can set up Revolt for free, lets you play fewer lands, and helps you splash.
Fortuitous Find
2.0 If your deck has a good mix of artifacts and creatures – and ideally, artifact creatures, this feels pretty good, since you can pay 3 to get two creatures back, and that’s a nice little play in the late game. Pretty much a dead card early, and if your graveyard doesn’t have the right composition, its pretty bad.
Weldfast Wingsmith
2.0 This has mediocre starting stats, but it does gain Flying often enough to be a decent inclusion in artifact-heavy decks.
Alley Evasion
1.0 This set does have lots of ETB abilities, but this card is still mostly just a dud. Both modes are underpowered and situational.
Aether Swooper
3.5 This often feels like a two mana ½ that makes a 1/1 token on ETB, and that is a very powerful card. If you play this on turn two, you are virtually guaranteed to get that token, and if you can generate a little bit more Energy, it can really get going. It is also a great place to put Artificer’s Goggles!
Mobile Garrison
2.0 This isn’t as impressive stats-wise as some other vehicles, but it crews for 2 and untaps an artifact or creature when it attacks, which can include whatever crewed it, and that ends up being pretty decent.
Pack 3 Pick 9: Highspire Artisan
Renegade Wheelsmith
4.0 This card is great. RW is aggressive enough that blanking a blocker when this attacks can often mean game over for your opponent, and its important to note that it also makes things unable to block when it crews Vehicles, which is nice.
Destructive Tampering
0.5 // 2.5 This looks like something you’d never play in most formats, but two things make this actually an okay card in really aggressive decks. One of these is simply the fact that it often has targets to destroy with the first option, the other is just that turning off (almost) all blockers is often enough for the aggro decks to finish off an opponent who has stabilized. You really only want it in that one deck, but you’re kind of always on the look out for that one copy if that’s what your deck looks like.
Ruinous Gremlin
1.5 This is passable in your main deck because there are enough Artifacts it can target, but you sort of hope you have some better artifact hate.
Revolutionary Rebuff
1.0 This is cheap, but it also isn’t anywhere close to a hard counter, and the fact that it can’t counter artifacts definitely matters in this set.
Highspire Artisan
2.5 The two choices you have here are pretty nice. A 3-mana ¼ with Reach can block a lot of stuff all game long while also turning on +1/+1 counter synergies, and a 3-mana 0/3 with Reach that also gives you a 1/1 token isn’t too shabby either.
Pack 3 Pick 10: Ornamental Courage
Ornamental Courage
1.0 This isn’t a great trick. The small power boost doesn’t help you win very many combats.
Metallic Rebuke
1.0 Even in an artifact deck, this isn’t great. Not being a hard counter gives it diminishing returns as the game goes on.
Select for Inspection
2.0 One mana to bounce a creature is a really good deal, even if it can only go after tapped creatures. It can give you some very nice tempo, and tacking on the Scry is nice additional upside.
Reckless Fireweaver
2.5 This has alright stats and does often chip in a few damage with its ability, especially if you’re making servos.
Audacious Infiltrator
2.5 This ability comes up more than you might think with all the thopters and servos running around. One of the big downsides about being an X/1 is usually that you die to something like a token, but that’s not a problem here, so it is just a creature with a decent aggressive statline.
Pack 3 Pick 11: Lifecraft Cavalry
Creeping Mold
1.0 This does kill a lot of Artifacts, but as a 4 mana Sorcery, it is too clunky to be worth it most of the time.
Lifecraft Cavalry
2.0 This is kind of alright even when you don’t revolt, and pretty scary when you can. It isn’t terrible top curve.
Lathnu Sailback
0.5 You’re almost never desperate enough to stick this in your deck. A 5-mana 5/4 just doesn’t do anything in this format.
Consulate Skygate
0.5 Yeah, you mostly won’t play this. It just doesn’t do anything but block, and it doesn’t even do that very well.
Pack 3 Pick 12: Thriving Turtle
Cathartic Reunion
1.0 This mostly isn’t worth it. It is just some clunky card selection that asks for significant set up. There isn’t enough of a graveyard theme in the format for it to be more than that.
Aether Tradewinds
1.0 This effect is supposed to be here to help you abuse ETB abilities, but it often just isn’t worth going down a card to do this.
Thriving Turtle
2.5 If you play this on turn one, it can become a very real creature on the board. It generally won’t be able to attack forever because its power starts so low, but by the time it has to stop attacking, it has the kind of size that isn’t easy to attack through.
Pack 3 Pick 13: Built to Smash
Precise Strike
1.5 This is one mana, and can help enough creatures win combat that it is a semi-reasonable inclusion in aggro decks.
Built to Smash
2.0 This is a really nice trick for aggro decks, as +3/+3 for one mana is enough to win just about any combat. When you can give an artifact creature Trample, it feels especially absurd! Obviously, since the trick only works on attackers, you’ve really gotta be the beatdown to take advantage of it.
Pack 3 Pick 14: Built to Smash
Built to Smash
2.0 This is a really nice trick for aggro decks, as +3/+3 for one mana is enough to win just about any combat. When you can give an artifact creature Trample, it feels especially absurd! Obviously, since the trick only works on attackers, you’ve really gotta be the beatdown to take advantage of it.