Showing posts with label Kaladesh. Show all posts
Showing posts with label Kaladesh. Show all posts

Sunday, 5 February 2017

Aether Revolt - Artifact and Land

So its the end of the week and the end of our look through all the cards in Aether Revolt, and what a way to end it, with  a look through the largest card type in the set, the Atifacts. So let's begin...

Aegis Automaton

The fist artifact we're looking and also the first in the "Automaton" cycle. Aegis Automaton is a nice defensive creature, its cheap and will do some blocking. It also has a good ability to get extra use out of your "enter the battlefield" creatures while also triggering Revolt, though it may be at a fairly expensive cost, and because it has no power, it makes it perfect for use with your Improvise spells. It sits solidly in limited with no constructed application.

Aethersphere Harvester

Aethersphere Harvester is an incredible Vehicle. There may be an abundance of things to spend your third turn doing, but this is definitely up there. It nets you energy and has a low crew cost which makes it perfect for fasts and slow decks alike. As a creature, Aethersphere Harvester will do so much work both on the offensive and defensive with its 3/5 body, and could pull you back into a game late on with its second ability to gain lifelink. Limited bomb and might see some constructed play with all its versatility.

Augmenting Automaton

This is the black "Automaton". Not much to talk about here, a one drop creature with a great mana sink pump ability. If dropped early, Augmenting Automaton is a nice way to spend those turns when you have nothing else to do in an aggressive deck, a good way to force some damage through or force a block. Its the perfect card a black deck likes to see as its can get pretty big after a while and could end up dominating some ground stalls in limited.

Barricade Breaker

Almost the definition of All In. Barricade Breaker gives you a lot if you're willing to give a lot. Seven mana is a lot but if you can utilize the Improvise on it, it could come down and be smashing face early. However because it has to attack each turn, your opponent has more opportunity to get rid of it, leaving you feeling pretty bad about yourself. All this said it still has the potential to just win you a game when played in limited and for that reason you should probably play it, way to expensive for constructed though.

Cogwork Assembler

A solid creature with a fantastic ability, Cogwork Assembler will cause havoc for your opponent. In the late game its one of the best mana sinks you could hope for, putting seven mana into it to get another Cogwork Assembler to attack with, or in your opponents turn to block with, could turn a game. When you're able to duplicate your Vehicles and crew them, that's when it gets out of hand, imagine double Aethersphere Harvester crashing in every turn plus gaining you two energy to gain six life back.

Consulate Dreadnought

It's big. Very big. Unfortunately its a bit of an "all eggs, one basket" card. You can drop it on turn one and then spend all your later turns creature the power needed to attack with this 7/11, but it gets to a point where the creatures you're using to crew it are probably better off attacking themselves or being used for other means. It does pose a threat in limited, but just make sure you can turn it on consistently.

Consulate Turret

Free energy and damage in exchange for energy. Consulate Turret could get you a lot of damage in an energy centric deck but at other times it may be being used to Improvise as three energy is quite a lot. It does power itself though which does make it worth playing in limited but only if you don't have much else.

Crackdown Construct

Crackdown Construct plays very well with the artifact creatures in the "Automaton" cycle as you have a reusable effect to use while making Crackdown Construct bigger. There are plenty of non mana abilities in Aether Revolt to make this guy pretty big turn after turn, you'll definitely like seeing multiples of Crackdown Construct in your limited pool.

Daredevil Dragster

Daredevil Dragster if the perfect Vehicle for the aggro decks as it hits hard and ends up drawing you cards. A low mana cost and even lower crew cost make this Vehicle interesting and will put a spanner in the works if left alone.

Filigree Crawler

A solid artifact creature, Filigree Crawler is the card you put in your deck after you realise you have way to many five drops and hardly any four drops. It will block and get you another guy that will probably block as well, that's not bad but its nothing to write home about. Limited all the way.

Foundry Assembler

Another meh artifact creature in the shape of Foundry Assembler. A 3/3 for five is alright but you can get 5/5's for five in green pretty easily. If you can power this guy out quick then it might be worth it but otherwise, I would give it a pass even in limited unless I had nothing else.

Gonti's Aether Heart

Gonti's Aether Heart is an interesting artifact. With the enticing promise of an additional turn, obviously you want to find ways to abuse it. However, it will only be effective if you can get that extra turn with a set up to either win or severely cripple your opponent. My fear is that with the six mana you have to put into Gonti's Aether Heart that wont leave much to set up with or play to get you the energy needed to even take the extra turn. The moment you play this it becomes a big target that most opponents will try and find an answer to sharpish. This may seem play in constructed in a very niche combo deck, but I'm not sure if this will show its head, or heart, in limited unless its a very fun deck trying to get the most out of Gonti's Aether Heart.

Hope of Ghirapur

Hope of Ghirapur is a great answer for control decks. It fits in most types of decks as its colourless and for one mana isn't asking much at all. It wont do much damage, but it doesn't need to, just one and you then have the choice to sacrifice it and keep your opponent from playing anything but creatures for the next turn, or keep it and swing in next turn. On top of stopping tricks from your opponent its also another free sacrifice to trigger Revolt and, like I said earlier it can fit into pretty much anything, so I'm sure it will see a lot of play in constructed as well as limited.

Implement of Combustion

The "Implement" cycle is a neat one. All of them sacrifice for the cost of a single coloured mana to get an effect and all have a separate effect of drawing a card when they are put into the graveyard from play. Implement of Combustion is the red Implement that, for a single red mana, pings - shoots for one - your opponent and draws you a card while doing it. These Implements will be invaluable as they all replace themselves, aid Improvise and generally have ok abilities. Don't be surprised if you see them in constructed and for sure in limited.

Implement of Examination

The blue Implement, almost typical really, draws you a card for a single blue mana, and then draws you a card when it hits the graveyard. For three mana, being able to draw two cards is nothing new, but you do get to choose when you want those two cards with Implement of Examination. The initial three mana might be a bit slow but if put in the right deck, I'm sure this Implement could be very powerful in both limited and constructed.

Implement of Ferocity

Another one drop Implement, Implement of Ferocity gives a creature a +1/+1 counter and draws you a card. The effect is fine for limited, but this is one that probably wont break into constructed, but that's also attributed to the fact that you can only sacrifice it at sorcery speed.

Implement of Improvement

Implement of Improvement is very good. You can drop it turn one and just wait until you need the two life or the card. I could easily see this in a UW control deck in constructed and it would be very annoying in multiples in limited, gaining lots of life and drawing lots of cards is quite fun.

Implement of Malice

The black Implement is another one that you can only sacrifice at sorcery speed, but it could get some fringe play in constructed just for messing with your opponents hand and getting you a card while doing it. Don't hold your breath though, even if you do get hit by one of these it probably wont do that much to hinder your plans.

Inspiring Statuary

Giving all your non-artifact spells Improvise could make a lot of your spells very easy to play if you have a lot of artifacts to tap. The best part about Inspiring Statuary is that it instantly becomes a sudo mana-rock, an artifact that can tap for mana, because it is an artifact and doesn't have any ability besides it static effect of granting Improvise. I would love to see this in constructed, even if it is in a niche deck, it looks like fun. You could probably just about get away with this in limited but it is more of a build around me card.

Irontread Crusher

A solid aggressive Vehicle. Irontread Crusher is very hard to deal with in combat and baring some artifact destruction spells, could take over a game. Its colourless so it can sit in whatever colours you have and only takes three to crew, which hopefully will be simple to hit with one creature. In limited multiples of these can be game over for your opponent as long as you can crew them, in constructed its probably too slow with no immediate impact.

Lifecrafter's Bestiary

An odd little artifact is Lifecrafter's Bestiary. The free Scry is great and the addition of the draw effect could help you immensely to get towards whatever it is you're looking for. The only problem is I cant think of a deck that wants it. Most creature based decks want to be fast which means they wont want Lifecrafter's Bestiary because it disrupts the curve with the draw ability. Most decks that do have the mana probably don't have many creatures to be casting. I would love to see a deck abuse this and in multiples you get multiple Scrys to dig through your deck, but as it stands, I don't think you will be seeing this in constructed and I'm not even sure about limited.

Merchant's Dockhand

The effect may look good, but Merchants Dockhand is bad. Its cheap and that's about all the good points, it wont do much in the sense of attacking and blocking, in addition to four mana it asks for itself and other artifacts to be tapped and all of that for one card seems a bit much. You might do some neat things in limited with Merchant's Dockhand but I don't think you'll be seeing it in constructed.

Metallic Mimic

With a name like Metallic Mimic I would have thought we'd be in for a Sculpting Steel type card. Instead we have a weird restricted anthem effect on a weak creature. Limited might be the best place for this as in constructed you want something more proactive that puts the counters on when IT comes into play not when its already in play and you have to play other creatures to get the bonus.

Mobile Garrison

A versatile Vehicle now, Mobile Garrison essentially has sudo vigilance. That's if its your only/best target when it attacks but it can also allow for some replication of tap abilities. If you have a creature or an artifact with a tap ability, you can use it, attack with Mobile Garrison and untap the creature to use the tap ability again. This neat little interaction is confined to limited as this effect isn't good enough for constructed.

Night Market Guard

Simple. Night Market Guard will probably trade up, and in the best case scenario with two creatures. If dropped early, it could get in for some damage and then sit back and become a problem for your opponent as they try to attempt to navigate this duo blocker. In multiples they could be very tricky but only in limited, this effect doesn't have much of an impact for constructed.

Ornithopter

Its Ornithopter. Its free and it fly's, if you can find a way to pump this, say for example Tezzzeret's Touch, suddenly you have a flying 5/5 that cost you three mana. Ornithopters make for great blockers and in this meta game will help with Improvise, especially for something like Metallic Rebuke, turning it into a mana leak or, if you control two Ornithopters, even better.

Pacification Array

Another early drop artifact, Pacification Ray will do a good job of holding up any opposing creatures and maybe sometimes tapping them down for you to force some damage through. It sits nicely in any deck in limited as its not expensive to cast or activate. Doesn't really do much in costructed.

Paradox Engine

A good looking combo card, but unfortunately doesn't untap your lands, so if you have a lot of mana creatures or a lot of Improvise cards and artifacts, you probably aren't doing much with Paradox Engine. Maybe you'll get somewhere with it in limited, in constructed however, it may look good, but it probably wont be as good as you think.


Peacewalker Colossus

Peacewalker Colossus is a vehicle that is alright sitting back and not being crewed at all. In fact it can do all the crewing for you. This 6/6 can hit the table on turn three and then spend the rest of the time turning you other vehicles into threats for two mana and in multiples, they can target each other to creature two 6/6's to swing in with. Obviously an absolute bomb in limited and I'm sure will have a home in constructed, especially with cards like Metalwork Colossus hanging around.

Planar Bridge

Another good looking card that may just ask for too much investment to get the pay off you want. Yes, you can get anything you want whenever you want, but it costs eight mana to do so and that's if you can find the mana and the time to cast Planar Bridge. Again, you might have some fun with this in limited, but its way too slow for constructed. Great for Commander though.

Prizefighter Construct

An aggressive artifact creature here. Prizefighter Construct costs a lot and probably wont last long, it dies to pretty much anything especially Shock. Only play this in limited if you really need a five drop.

Renegade Map

This is another great way to enable Revolt for free and it fixes your mana while doing it. Renegade Map is for those three/four colour decks in limited  that have a lot of good stuffs going on but also have a tight mana base. Probably wont get into constructed though as there are other cards that do this effect much better.

Reservoir Walker

This is your top end artifact creature. It has all the three's; Gain three life, gain three energy and its a 3/3. It probably wont shine particularly in combat but its already done its thing by entering the battlefield. Strictly limited.

Servo Schematic

Servo Schematic is the perfect card to couple with an Improvise spell. It gives you two artifacts for the price of one and, if you can find a way to sacrifice it which wont be too hard, it gives you one on the way out as well. I don't think this has a place in constructed because its kinda slow for what it does, but great in limited just because it can give you two creatures.

Treasure Keeper

More free spells. Treasure Keeper is aggressively costed and will do good work attacking and blocking and when it does you get your next card with converted mana cost three or less. Its strong and it replaces itself in some way or another, what more could you ask for. I would love to see it in constructed but I think its lack of immediate impact and kinda high mana cost will hinder that,

Universal Solvent

Universal Solvent is a long play kinda card. You drop it on turn one and then wait for the perfect target, be it the giant creature your opponent just played or that pesky planeswalker, Universal Solvent will deal with it. Definitely constructed playable and will be blowing stuff up soon I'm sure.

Untethered Express

Raging Ravine is back in vehicle form. Untethered Express takes over games, you start with a 4/4, but as soon as you can turn it sideways it becomes a 5/5 and just continues to get bigger and bigger the more you attack. With such a low crew cost, this vehicle is primed for the hyper aggressive deck that just wants to do all the damage, the mana cost of four might slow it down a bit, but I'm sure you'll see this in constructed at some point.

Verdant Automaton

The green Automaton, Verdant Automaton is another great mana sink, and this time it keeps its power toughness bonus. Ideally you want this on turn two so you can have something to do at the end of you opponents turn in those slow games, but late game is fine as well as it can easily provide the answer to a ground stall. Another creature that can take over a limited game, but not a place in constructed as its too slow

Walking Ballista

I loved Triskelion back the day and Walking Ballista is definitely on the same power level as Triskelion. Its a powerhouse in limited at all times, it dodges removal as you just shoot creatures or your opponent in response and it will be rocking constructed for the months to come. Be aware of this card as it can just be slammed late game as a 5/5 or something and wreck your entire board, or become an incrementally growing threat.

Watchful Automaton

A nice ability attached to an average creature, Watchful Automaton is good in those slower decks with the time to find what it needs. It will probably die in most combat situations but it can cycle you through your deck and maybe get a little damage in early if you're lucky.

Welder Automaton

Probably the most aggressive of the "Automaton" cycle, Welder Automaton gives you the ability to shoot your opponent for one at the end of each of their turns if you have four mana lying about. This damage can wrack up pretty quickly and the two power on turn two isn't bad either, so against those slower decks, Welder Automaton has the opportunity to do a big chunk of damage. Its not bad in the late game either as it comes down for cheap and in a ground stall if you can activate it twice, it can provide the key to victory.

And the only land worth talking about in Aether Revolt

Spire of Industry

Spire of Industry is a nice mana fixer as most decks nowadays are playing some amount of artifacts. Even if you don't have an artifact it can still give you colourless, but if needed it can be a City of Brass. Playing Spire of Industry in limited allows you to splash some cards in colors you may not be maining, but don't go to far with color splashing unless you have multiple color fixers as the cards can get bogged down in your hand and really slow your game down.

So that's been a look through Aether Revolt color by color, I hope you've enjoyed it as much as I have and maybe even seen some cool cards you want to mess about with. I'll be taking a look at Amonkhet and probably doing another set review closer to April but until then, keep checking back to Game Changers for more gaming news and updates.



Saturday, 4 February 2017

Aether Revolt - Multicoloured

 


Hidden Stockpile

I like token makers and Hidden Stockpile has the potential to be quite good. Unfortunately, with Revolt you have to find a way to trigger it each turn but fear not, it comes with one built it. Sacrificing a creature to get extra information can be very powerful for any deck and Hidden Stockpile gives you that as part of its way to trigger Revolt. The downside to the Revolt on this card is that it only trigger at the end of your turn, rending some of the power of the Scry diminished. In multiples though, Hidden Stockpile could get very out of hand especially with the amount of small tokens you can make throughout Kaladesh and Aether Revolt. Not good enough for constructed but it could be fun in limited.

Maverick Thopterist

Five mana for four powers worth of creatures is about on curve, mainly for blue. Maverick Thopter's Improvise keyword means you could be powering this out early and making a good amount of creatures for the defensive or putting a dent in your opponents life total. The Thopters it creates can also be used to Improvise out future spells so Maverick Thopterist to me sits in a fast UR deck that focuses more on attacking and damage than card or board advantage, though Thopterist does provide some board advantage.

Outland Boar

A big, powerful, aggressive creature. Outland Boar is just the creature you want to see when you're looking like you're in a RG strategy and in multiples could just steamroll your opponent. A lot of creatures in this limited format are a bit on the small side when it comes to power, meaning Outland Boar can just charge straight past them and smash for four.

Renegade Rallier

This is a nice little effect. Another value card, Renegade Rallier is aggressive, great on the defense and, if played right, nets you back a one or two drop from the yard. Imagine, like earlier, Unbridled Growth turn one, sac it and drop a 4/3 Greenwheel Liberator on turn two, attack for four with your Liberator and if its blocked and trades, play Renegade Rallier on turn three to get it back triggering the Revolt on the Liberator once again. What a nice curve that would be, I could even see this guy in constructed maybe in a tokens pump deck, dropping Oath of Ajani into another Oath of Ajani and Renegade Rallier to get one back, pumping your creatures three times altogether.

Renegade Wheelsmith

Renegade Wheelsmith's ability can be very aggressive, if its a stand off you can get through for three damage, triggering the "cant block" ability just for attacking, multiples can be devastating. Late on in the game, you can use Renegade Wheelsmith to Crew your Vehicles and get the effect that way, clearing the way for whatever Vehicle to plow through. A nice card to see in limited if you're looking to be the aggressive player.

Rogue Refiner

Probably the best value card in Aether Revolt, three mana, 3/2, draws you a card and nets you two energy. At first I could really believe this card, it gives you so much. Always play this in limited and obviously is nuts in multiples, constructed may even get a look at Rogue Refiner in a tempo deck or maybe an aggro deck just on its three power for three mana stats.

Spire Patrol

It locks down a creature for a turn and fly's over any others that are still untapped, Spire Patrol is another great tempo card that can give you a turn of time in the late game and can really take over a game if dropped early. Another creature that can help clear the way in limited for any vehicles that it can also help crew.

Tezzeret's Touch

Another aura that turns your Vehicles into creature permanently and changes its stats, in some cases making it more formidable that originally thought. Bucking the trend of auras in the past of being bad cards resulting in two for ones, if the artifact this enchants dies, you get it back to play it again. A limited all-star, there could even be enough potential for this to creep into constructed.

Weldfast Engineer

Weldfast Engineer is another very aggressive creature that rewards your artifact creatures with additional power. Needless to say this resides in limited and probably no where else, but in multiples Weldfast Engineer could get very out of hand. Giving any artifact creature +4/+0 is really good no matter what the starting stats where. It will get in and do some damage, probably trading with a lot of creatures it faces while additionally being great on the block.

Winding Constrictor

More additional counters! Winding Constrictor comes down early and just does work from that moment. Any +1/+1 counters, any counters heading for your artifacts and even energy counters you will be gaining will be increased. In a heavy +1/+1 counters deck, Winding Constrictor will be insane and in multiples will be ridonculous and as two mana 2/3 will probably hold the ground and maybe even trade up if you can pump it. You will love this in limited and definitely will see constructed play.

All of the Multicolored cards done with, the only cards left to look at are all the mighty Artifacts, and Land, in Aether Revolt. Check back soon for that, but until then keep checking Game Changers for more news and updates.