General [DFT/DRC] Aetherdrift Testing/Includes Thread!

This is a testing/includes thread. Post pictures using /ci or a text list using /c with what cards you plan to include and what cards you plan to test.
Contractually Obligated to Include:



Including If Possible:


Cards I want to do something with:


Unstable Cubicorns Potential Inclusions:
Unsurprisingly, many of these cards from the Guidelight Voyagers faction, as they're all pretty simple and very cute. I probably won't do Thunderhead Gunner since it doesn't have reach reminder text, but it has nice art.


Overall, this was a bit of a miss. While there are a lot of individually neat cards, the Vehicle theme and underwhelming Start Your Engines! mechanic has soured many people on what could have been a weird set. While the worldbuilding for the race teams, Avishkar, Muraganda, and new Amonkhet were all fantastic, they were sort of buried by the "in your face" aspect of the racing theme. I definitely think focusing on the "death race" with the teams fighting was not the way to go for this set. The set would have been better, in my opinion, if the enemies for the racers had been environmental hazards, such as the Desert Monsters/Chitin Court Mummies on Amonkhet, Dinosaurs and Oozes on Muraganda, and Conservative Reactionaries on Avishkar. There was a little bit of this in the main set, but not quite enough in my opinion.

That said, there are a lot of individually great designs here. Some constructed power-level cycling/discard payoffs like Marauding Mako, Scrounging Skyray, and Cryptcaller's Chariot all being stand-outs. Exhaust also looks excellent as a flavor-neutral Monstrosity, and I can't wait to see more of this mechanic in the future.

Overall, I think this set is a huge step down from things like Duskmourn and Lost Caverns of Ixalan but a step up from something like Murders at Karlov Manor or Phyrexia: All Will Be One. It definitely feels more interesting than sets like Born of the Gods and Battle for Zendikar.

What are your plans for this set?
 
Maybes
Dodging "strat yor egnines!" because it seems clunky. RIP a few cards to that.
I have two active lists at different power levels right now, so this'll be a mess. Both have artifact themes.

Plus Verges

I won't run all of these, but I can reference this list in the future. Artisan is down and Cobra doesn't get the cards for forever.

Anyone running energy? I don't wanna look through all of it.
 
I think this is my least favorite themed magic in-universe set yet. I though OTJ was okay and love Ravnica enough to overlook MKM's shortcomings. That said, I'm interested in the highest number of cards since MH2(!) It's crazy, but especially the cycling cards really speak to me.

Jeskai Cube considerations (most to least likely)


Sticker Cube inclusions
 
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This set made me want to get back into making some changes at my Modern Masters Remastered Cube, after I almost abandoned it because the very poor effect that Bloomburrow and Modern Horizons 3. One of the problems of that Cube was that I wasn't happy with the "affinity" theme, because I had too many aggressive cards with modular (cfr Arcbound Mouser) and not real "affinity" payoffs. Aetherdrift... made this change. Keep in mind that it is for a lower-powered Cube, so don't expect anything crazy but:



Sundial in particular is the kind of card I really love
 
I was ready to shit all over this set the second I saw the set symbol. To my dismay, I am finding a lot of really cool individual cards that will likely stay in my cube for a long time.

Include



A very cool Selesnya card for my cube. Being able to tutor up plenty of relevant targets and being an artifact itself goes a long way.



A scaling (not capped!) 1 drop that grows off an ubiquitous theme in the cube and can cycle itself if drawn late is perfection.



Academy Manufactor is a card I’ve been wanting to include for a while, but I always thought I was just shy of the right density of support to enable it. While this isn’t as explosive, it is much much easier to trigger. Making Thopters that can close the game is still highly potent and seems like a fun build around in pretty much any color combination.



The +1/+1 counters deck keeps getting new tools. The 2 mana baseline is somewhat decent as a floor as it replaces itself. Should you find ways to put extra counters, this thing will pay you off handsomely.



I’m not necessarily in the market for a 2/1 for 1, but the late game relevance + synergies are very enticing. Might be time to retire good old Bomat Courrier.



5 mana is on the expensive side, but I believe the cycling makes up for it because wraths are so conditional. The indestructible aspect is unlikely to matter and this is one of the rare clean answers to Esika's Chariot, one of the two vehicles that I run.

Want to include, still trying to find space



My 2 mana Blue section is full of amazing 2 mana flyers and it is very difficult to chose between them.

The Stingray provides a nice scaling threat like the 1 drop shark which is potent.

The Mystic is a cool discard/GY enabler. In Simic, you can set up some nice aggressive decks with the likes of Vengevine, Basking Rootwalla and Hogaak, Arisen Necropolis. In Dimir and Izzet, you can discard your fatties to Reanimate or Welder in. It's dicier for Azorius decks, but being a 2/1 flyer for 2 that can cycle away your cheap threats later isn't nothing.

Don't think I'm including, but neat cards



The Goblin seems like it would play well, but it doesn't do quite enough on a synergy level for this cube.
The Gearhulk has fun keywords that go well together, but I am not convinced it's all that great at stabilizing for 5 mana in my cube.

I think that's it. I usually take a second pass when filling out the LPR survey.
 
My least favorite set in Magic history, aesthetically. Certainly the worst art direction in the modern era. That's a pretty hard feat to have when we have both the introduction of the Guidelight Voyagers (the best artifact creature designs for Magic since the Myr) and our first real look at Muraganda.

I hate the shallowness of the references, I hate that one of the the key arts as well as the set's central planeswalker/character and her token are homages to Akira....because she rides a bike? Not because they're making any allusions to biker gangs, post-apocalyptic worlds, ESP, cyberpunk, or anything else. I hate the names of the mechanics.

I thought Murders at Karlov Manor was a bit clunky, but I still was overall happy with the set. I loved Outlaws of Thunder Junction, despite its misgivings. This set has similar problems to those in the tropification and Hearthstoneification of Magic, but cranked up to 11 and without as much of the charm of those sets. Start Your Engines/Speed is a pretty unpleasant mechanic even outside of the flavor: it's fundamentally parasitic, slow, and requires outside tracking for something that only matters outside of "max speed" for a handful of cards. I would've thought WotC would have learned their lesson from The Ring Tempts You, but at least that made the external tracking feel worthwhile and it was novel to have your creatures become ring-bearers one at a time.

That said, this set is not without its merits, mostly found in excellent individual card designs. I've said many times here and on Reddit that I'll be picking up cards for future lower-powered Cube environments, as my main list, the California Premiership Cube, is fairly high powered.

Anyways, here's what I'm most interested in for my main list:

My New Ride-or-Dies: Immediate Staples



Words cannot express how much I love these cards. The Mako is everything I want in my one-drops and pairs so well with Red's ever-increasing looting themes -- and even has an out if you really need to see one more card! Stridehangar Automaton is the synergy engine that will power a million durdly decks that leans into WotC's propensity to give us neat artifact trinkets in every set in the best way possible. Who doesn't love to win with Thopters? I really really need WotC to print Emporium Thopterist for real now like they did with that cycle in MB2 though, or perhaps just finally rip off the tape and do it myself.


Essential Wacky Racers


(and the rest of the Verges)

These are all pretty obvious picks, with maybe the exception of the Skyray -- but maybe I'm wrong about that one, as I was delighted to see wtwlf123 also include in his testing list. Greasewrench Goblin is probably a tier above here, being pretty close to the ideal 1-drop for my Cube's goals (and is better than Ragavan when drawn late much of the time!). Agonasaur Rex is the kind of Timmy stats that delight the heck out of my players, and I'm thrilled for another self-cycling Dino for Intrepid Paleontologist and Welcome to... // Jurassic Park (which is currently sitting in the on-deck binder for complexity reasons).

I'm very happy to have the full Verge cycle so quickly. I thought they'd be too similar in quality to the "Slow Lands" from MID/VOW (which were just below the level I wanted in my Cube) but I think they've been shown to be meaningfully better for having playable games. I'll be swapping out the ten Kaldheim Pathways for them, which I loved both for their art and for their ability to help fixing without enabling 5C goodstuff mana bases quite as well.

My Cube is 720 cards, so it's very normal for me to have 15-20 new cards a set, so my large car pool for this set is not necessarily representative of any favor I hold towards this set.


Side-Car Riders



Of these, I think I'll probably end up with Repurposing Bay, Quag Feast, The Last Ride, Marketback Walker, Riptide Gearhulk, and Night Market, but I remain open to these and more. There are about 10 other cards I really like the design of but don't really make sense for my Cube at the moment.
 
DFT is certanly my least favorite magic set ever. In addition to the racing theme, the vehicles everywhere and the general style, I even hate the set symbol. But there are two cards, that are cool enough to at least potentially at some point, end up in my list.



And now please let's start with some early Tarkir: Dragonstorm spoilers, so I can forget about this disaster of a set.
 

Onderzeeboot

Ecstatic Orb
Oh shit, I forgot about Aetherdrift Commander! Even more goodies!



So, I'm not sure I want all of these legends, but finding a good archetype for Temur has always been challenging. Currently I'm running ramp, and that works well, but I have tried energy in the past, and it works well. Problem is that it's rather insular, and that there aren't that many good options. The Temur commander deck adds a couple of new options, as did Modern Horizons 3, recently, so the theme might be worth revisiting. Only problem is that I run Gruul and Simic, and MH3 supported energy in Jeskai, so I didn't get any new multicolor cards for the archetype.

The other deck has some nice discard synergy, yay!
 


Gravestalker is the only one I'm relatively confident in, could see some of the others making it in.
 
I was actually getting somewhat excited for this set despite my revulsion at the aesthetic because there are so many one-off designs that are very cool, and then I saw the start your engines goblin rabblemaster and was filled with a profound sense of ennui and now I don't feel like looking through the file again.

Locust Spray for sure for the commemorative reasons and then besides that idk. Probably these:
 
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How to earn brownie points with TrainmasterGT 101
 
Let's start with my peasant cube, Multivalent. This set didn't have a ton of hits for this environment, but that's partially just because the cube is really in a state that makes me happy. The best part of spoiler season for this cube is the "signpost gold uncommon" section, and DFT is no exception.

<> Amethyst Dragon
I was hoping for more Mount/Saddle in this set, but most of the new Mounts at uncommon and common are pretty lame. Fortunately, there's this HEFTY dracosaurus and his team of troublemaking lizardfolk to save the day. Amethyst Dragon is getting the cut simply because I do not like the art. Mechanically he's a great dragon for my cube, but he just can't compete on vibes.

<> Deathbonnet Sprout
This one was tough. I really love Deathbonnet Sprout as an enabler/payoff for my various graveyard decks in the cube, but Molt Tender is just too tempting. I think the payoff is stronger, it creates tension between the different "kinds" of graveyard synergies in the cube, and it scores points for having a single card face. In terms of flavor, "weird little bug" and "lumpy little mushroom" are tied for overall goodness. So we're giving Molt Tender a chance to prove itself.

<> Pilgrim's Eye
I did a whole write-up about this card over in the spoiler thread, but basically this switch is the first domino in a transformative tinkering sequence that's going to change bread-and-butter spells in every section of the cube, all the way down to the lands. This card is the finest piece of glue for a dedicated WUBRG deck since Path to the World Tree, and I just can't fight this feeling anymore.

<> Invasion of Ergamon
Invasion of Ergamon is mostly here because I wanted to include as many Battles as possible when they first appeared. I had hoped by this point there would be a lot more of them, but that doesn't seem to be happening. Anyway, the Boostbuggy also makes treasures and has the advantage of a single card face, and I like how it interacts with the "Power 4 or greater" and "modified" stuff in my cube.

<> Back for More
I really like these early-game graveyard-filling cards (like Vilespawn Spider) and this card allows me to keep the reanimator tech from Back for More while smoothing out the mana curve in my Golgari section. A neat card that also plays well with Delirium.

<> River Hoopoe
This is one of my favorite cards in the set, and I can see it sticking around for a long time. I used to LOVE Winged Coatl, and this gives me a cool winged snake, plus a neat ramp spell that could go bananas if it hits one of the Ravnica bouncelands. River Hoopoe is very similar mechanically but I think the Skyserpent is far superior. Plus: I love the art!

My favorite mechanic in the set is Exhaust, and it's not even close. Easily the most re-usable mechanic in terms of flavor, and it has lots of fun synergy potential with blink effects. It reminds me of Adventure and of course our beloved Kicker, but with a new twist on sequencing that I like a lot. Like a lot of the best mechanics, it keeps your draws "live" at more points in the game.

Am I crazy, or should all of the "start your engines" cards have simply been Energy cards instead? We were already on Avishkar. Just redesign all those cards to need an Energy threshold to power up, instead of this other thing. Oh well.
 
Am I crazy, or should all of the "start your engines" cards have simply been Energy cards instead? We were already on Avishkar. Just redesign all those cards to need an Energy threshold to power up, instead of this other thing. Oh well.
Yeah, I am also curious about that, it is possible that they started the design of this set with energy and then they switched to start your engines
 
Yeah, I am also curious about that, it is possible that they started the design of this set with energy and then they switched to start your engines
They ended up replacing Energy with the Exhaust mechanic. I think it was a good choice, the Exhaust stuff in this set is all pretty great.

I don't love Start Your Engines, but I think I may like energy even less at this point? I don't think Energy has very desirable play patterns in limited, it really encourages players to draft as many energy cards as possible without much thought into how those cards should fit together.
 
Baleful Strix that always draws Explosive Vegetation+. Seems good to me.
My favorite mechanic in the set is Exhaust, and it's not even close.
Agreed. I like mana sinks and this is a very fair way to add effects to cards. Well executed, but could cause tracking issues on occasion. Maybe Monstrous is better as a mechanic because the counters help track it, but there's some freedom in not having to add counters to the effect.
Am I crazy, or should all of the "start your engines" cards have simply been Energy cards instead? We were already on Avishkar. Just redesign all those cards to need an Energy threshold to power up, instead of this other thing. Oh well.
I'd prefer almost anything to that shit. Energy is reaching a density where it could be cubeable and more would have been decent to see. I wouldn't have wanted it before MH3, but we have enough now that it's worth a look.
 
Am I crazy, or should all of the "start your engines" cards have simply been Energy cards instead? We were already on Avishkar. Just redesign all those cards to need an Energy threshold to power up, instead of this other thing. Oh well.

I don't think you're crazy, but I'm not sure I trust WotC with designing more Energy cards at this point.

I feel like Start Your Engines! isn't a bad mechanic in theory. It fills a similar mechanical niche to kicker, where you can play the cards for less value early on and then build up to value later on. But instead of costing mana, it rewards you for being aggressive, which is good!

The issues, however, are kinda obvious:
  • The set already has a much better take on the same general "fill two parts of the curve" mechanic with Exhaust.
  • Most cards that reference Speed only care if you've hit Max Speed, which makes the intervening steps feel kinda useless.
  • Of the four cards that scale off of your Speed, two of them are 5+ MV legendary Commander plants, one of them scales really poorly, and one of them is a weird overpriced ramp spell.
  • Most of the cards they put the mechanic on are kinda random? The name feels like it should be an aggro mechanic but maybe one card with it is arguably an aggro card.
  • There is a grand total of one card that messes with Speed. Outside of the weirdly expensive Blue Shell Reference Card (please laugh), you're only accelerating.

It's also feels a bit off because it's way different from the other "gotta go fast" mechanics, which consist of haste + two variants on "Sneak Attack this card from my hand" (Blitz, Dash).

...

Part of me wishes that we had gotten some kind of "this permanent does something extra when tapped to pay costs" keyword instead of both Speed and the "+2 power while crewing/saddling" thing. Something like, I dunno, Dynamo (Put a +1/+1 counter on this permanent the first time each turn that it is tapped to pay a cost).
 

Chris Taylor

Contributor

I might include this, or I might custom up a version that doesn't have the destroy your own creature text, which is mostly just additive distraction for me. I have an artifact deck and I am running a tokenshifted oni-cult anvil, but gameplay wise this isn't really the goal of my artifact decks.


I've already told the story of my losing a game because I didn't have enough time to make this swap from ghastly demise one weekend.
Also generally always happier to see "or planeswalker" on things, and there's the odd vehicle in my cube that this now sorcery speed removal spell can reach out and torch.


It is SO easy to sell me on a new R1 goober that has text I vaguely like on it. This looks it will lead to great stories, creates a good token which is great for board stalls and is great to copy.
It might end up being just too below rate for my enviornment, but I'll give it a shot.


Honestly I just wanted something simpler than new Kellen. There's plenty of playable red 1 drops, but the goal is ones that actually tie into the themes I'm running, which is Artifacts/Tokens/Prowess at the moment.
For now, this.


This is one of those cards I misread earlier, and I might end up making a version with the words artifact token in bold to prevent a blunder I encountered, but I'm interested in this. The payoff is definitely here, and I am a noncreature game objects fan so I'm gonna try it out.


I'm trying to give more tools to permanent based midrange decks in Bant, so this fits basically perfectly. Love me a big nekkrataal, and the each opponent text doesn't bug me that much.


This thing is so sick in so many ways. I love just finding utility junk with it, but also in canlander it finds Lotus/Zuran Orb/Fastbond, and honestly if the base body was a little worse I could see this being sick in low power enviornments as well.

Ranger of Eos was always a banger, but there's a lot more pressure enviornmentally in filling your cube with a pile of interesting 1 drop CREATURES to find, that has a lot more knockon effects on the general vibes and Ranger often gets played as just 4 mana 3/2 draw 2 cards given the type of 1 drops you often find yourself running for other reasons.
Expanding the toolkit to noncreature stuff is a gigantic widening of the possibility space, because if you run 10 copies of jackel pup people call you a madman, but if you run 10 copies of brainstorm nobody bats an eye.

Obv you can't find exactly brainstorm with this, but the point is you're no longer squeezed in the type of stuff you can include as candy for this guy.
 
Why remove options from Junker? Leave that puppy as is.

I'm not sure if it's common to have misread Strifehanger Automation, but I suspect that bolding it isn't necessary.
 

Chris Taylor

Contributor
Why remove options from Junker? Leave that puppy as is.

I'm not sure if it's common to have misread Strifehanger Automation, but I suspect that bolding it isn't necessary.
I'm not sure if I am removing options from Junker, but maybe. Additive distraction is something I like to cut down on when I can, and I'd likely make the base card a touch more powerful, maybe like 4/4 or menace or something.

Stridehanger Automaton will get the bold treatment if I see other people misplaying it
 
I knew this set would have lots of cool tech for my Welder's Workshop cube, since it's centered around Vehicles and takes place partly on Amonkhet. That gives us a lot of room for cool artifacts, graveyard synergies, and tokens. Cube is really a gift when a set like DFT appears, because I can throw all the Mario Kart stuff into the oubliette and just play with the cards that seem like they could actually be "spells cast by a wizard" (who is, in this case, some kind of technomancer). Some of the really out-there flavor, like the Guidelight robots or the Mad Max monster trucks, actually fits perfectly well into this environment, which has always been heavy on the magitek stuff.

<> Parhelion II
Parhelion II is a cool card but I have more accessible ways to create big tokens now, and I honestly don't think it was ever a tempting enough welding/cheating/ramping target. The cube just has more fun/powerful things to do instead. Meanwhile, Salvation Engine keeps the Vehicle density while playing around in the reanimator space, and you might actually be able to cast it. Plus: cool name.

<> Malcator's Watcher
Malcator's Watcher is mostly here to hit artifact density in blue 2-drops, and I like that it has a death trigger. I think Diversion Unit is cooler overall, and they can hang out with their buddy Malevolent Hermit.

<> The Everflowing Well
I'll be straight with y'all: there are too many blue 3-drop artifacts in this cube. But they keep making more, and each one is even more tempting than the last. Repurposing Bay is one of those cards that would have been in my first draft of this cube if it already existed five years ago, and it would never get cut. It's basically a card which lives the central thesis of the design. So, it's going in, and The Everflowing Well is coming out because it's legendary (and I don't like that in my artifacts), it's double-faced (so cutting it represents a complexity budget savings), and because the other cards in this category are too cool to get cut.

<> Kindly Cognician
If I could only include a single card from DFT in the cube, this would be the one. What a cool and fun way to fill the graveyard! Very cool bird-mummy flavor. And it lets me diversify the themes in my blue 2-drop creatures section, which is heavily loaded for artifacts and doesn't synergize as much with the other stuff in the cube. This guy has it all.

<> The Grim Captain's Locker
These are two very similar cards, and it's a close contest, but Cursecloth Wrappings wins just because Embalm is more fun than Escape in this environment. I'll miss the Surveil ability on the Locker, and I firmly expect players to forget about the Zombie text on Cursecloth Wrappings, but that's a chance I'm willing to take for more Embalm. Plus the art is really cool, obviously.

<> Akki Scrapchomper
This card lets me diversify the mechanics in my red one-drop section, and it also lets me play a sharkman, which is one of my preferred categories of anthropomorphic fantasy hybrid guy. Can you imagine going Marauding Mako > Cathartic Reunion > Glint-Horn Buccaneer? What a fun time that would be.

<> Vindictive Flamestoker
Greasewrench Goblin's ability is weaker than Vindictive Flamestoker's, but just look how much less text she's got! No extraneous "noncreature spell" synergy signals! No obnoxious oil counters! Also, I prefer the flavor of this card. A great workshop assistant for Goblin Engineer. This is one of those cases where a power downgrade represents an environmental upgrade.

<> Sokenzan Smelter
Another card with flavor I really love. Insane mechanically-inclined goblins are a big part of this cube's identity. It's literally named after a Goblin Welder, after all. This is also a great way for red to make a big token, and I like big tokens for Populate effects. I want more Populate effects!

<> Mizzium Tank
Mizzium Tank has been coasting along for a while on the virtue of its cool Wayne Reynolds art and its contribution to Vehicle/artifact density. But this weird Twisted Metal truck has way more real synergy with the cube. I feel like if you see this card in your first pack, you immediately understand what the cube is all about.

<> Perilous Myr
This set actually has a great set of hits in the colorless artifact section, where there are a lot of cards cruising along without any reason to be in the cube besides "there should be a lot of colorless artifacts." Perilous Myr has a fun death trigger, making it a great sacrifice target, but Marketback Walker is just as good (better, actually) and has more flexibility. This is definitely a complexity budget expense, but I think it's worth it. This reminds me: I need to get a copy of Walking Ballista, too.

<> Treasure Chest
These cards are doing a lot of the same work, but one of them is doing it more beautifully. Monument to Endurance is just the kind of engine piece I love the most. Wow, can you imagine casting a big Occult Epiphany right after this? Cool!

<>Spare Supplies
The colorless two-drop artifact portion of this cube plays a vital role in smoothing out the mana curve in a commander-inspired environment with too many 4 and 5 mana do-nothing durdle-machine cards. Spare Supplies is here for density's sake, and it seems obvious that Adaptive Omnitool is cooler than that. This reminds me: I really want to cut Eater of Virtue, and with the Omnitool, I could cut it for a non-Equipment card without hurting Equipment density. Maybe a good cut for Walking Ballista? *tinkering sounds intensify*

<> Dutiful Replicator
Absolute windmill-slam, straight into the cube, no questions asked. Likely to stay in here for the next decade. I like Dutiful Replicator, but it always bothered me that it's secretly a 4-drop and not a 3-drop. Cogwork Assembler was also at risk here, but I like it as a live-the-dream mana sink for a ramp deck.

<> Clay Champion
I knew I was making this switch from the first taste of the first look. Talk about a great card for building a weird board state. And I like how its mana cost isn't a secret. You want to play this? You're in Selesnya now, dogg. Get yourself an Esper Sentinel. Get yourself an Instrument of the Bards. Maybe even get yourself a Walking Ballista, if it's in the cube yet.

<> Decadent Dragon
This one is kind of tough, simply because I adore Decadent Dragon. But the Gearhulk is just too awesome, and it's nice to get a really good, big bastard of an artifact creature in Rakdos. I was running a Universes Restored version of Helbrute for a while, but this is more magical.

<> Ravenous Tyrannosaurus
The Gruul section of this cube has been through a huge number of changes since the first draft, but it's mostly graveyard synergies. It'll be nice to put a direct artifact-synergy piece in here, even if the synergy is only on the type line. But wait. What's this!? A Universes Beyond card hanging around the mainboard of my cube? "But, Mr. Adventurer! I thought you hated crossover-IP nostalgia-bait advertising slop! You hate it so much you made a bunch of re-worked cards in a fit of ludonarrative agony, and now, it turns out you've got a Jurassic Park card sitting here, unaltered, in your mainboard!?" People, I'm not made of stone. This is the T-Rex from Jurassic Park at her moment of triumph! The most iconic moment in 90's cinema, rivalled only by the rooftop bullet-dodging sequence in The Matrix. Plus: dinosaurs are canon in Magic! Anyway, my precious prehistoric reptile is going to have to find her new home in a commander deck or something, because this slot belongs to a big artifact creature now.

There were actually so many good cards in this set that I couldn't find room for all of them. Probably the most obvious examples are Thopter Fabricator and Cryptcaller Chariot Both these cards are obviously awesome, but they are sitting at very competitive spots on the mana curve in their colors. It's getting hard to find room! One way I'm addressing this is cutting back my updates to twice a year. A lot of the changes I listed in this post probably won't even take place until July or August. There are just so many cards coming out, even stuff that's pretty much perfect for Welder's Workshop can't always find a way inside. The funniest card that didn't make the cut? Riptide Gearhulk, which joins the growing list of powerful creatures that couldn't beat Glassdust Hulk. This draft common is just too appealing with its "play artifacts, kill opponents" ability and its lovely "please reanimate me" one-mana cycling. Tough luck for the pushed mythic, lol.
 
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