My first Blog and also the closing of the year 2025, I will evaluate the sets of the year as a whole, cards and mechanics that in my perception were positive, negative or irrelevant to the format, excluding remaster and precon sets.
Aetherdrift, high speed and a catastrophic collision
The first set that nobody wanted, but let's talk about failures and successes for the format, nothing was more irrelevant than Start your Engines! and Max Speed, understandable since we have 99 cards in the deck and 13 cards capable of enabling the effect, with only a few cards and some of the really relevant ones having max speed effects related to draw like Loxodon Surveyor and Starting Column, the first having to exile from the graveyard and the second sacrificing it which is a mana rock, the 4-turn delay made the mechanic lose redundancy considering the strength of the combos in the format. Honorable mention to the LightWheel Enhancements, being able to cast it from the graveyard makes it interesting but again the problem is max speed. Mount and Saddle is a functional recycling of Crew and worked well alongside the mount subtype, with some interesting synergizing cards like Deathless Pilot, Guidelight Matrix, and Interface Ace. However, it suffers from the same problem as vehicles: there are better creatures that do more without the need for support. The best mount, The best mount, and just for creating treasures when attacking saddled is Gilded Ghoda.
Exhaust, I'm exhausted, boss! A relatively large effect, but only once unless you get rid of that permanent and bring it back... Well, almost all of them involved putting +1/+1 counters on it, so let's talk about the ones that did something extra like Keen Buccaneer (draw, discard), Stampeding Scurryfoot (Create a 3/3 green Elephant creature token), and Camera Launcher (Create a 1/1 colorless Thopter artifact creature token with flying). Is the mechanic's problem worth it in any scenario? Keen Buccaneer could be in some UB or UG deck that uses counters and/or graveyard, but we have dozens of better cards.
Vehicles and Crew, sorry I like vehicles but even so I recognize that we have few reasons to use them, as it is a revisited mechanical set I will go directly to those vehicles that do something more Burner Rocket (flash, pump and evasion for a target creature), Clamorous Ironclad (evasive by menace and cycling), Hulldrifter (flying, draw two and possible to be repeated), Ripclaw Wrangler (discard on all opponents, Spotcycle Scouter (scry 2) , Veloheart Bike (colored mana rock that adds mana of any color, worse than Cultivator's Caravan), Midnight Mangler (During turns other than yours, this Vehicle is an artifact creature,if losing one of the vehicles defenses, do not die to remove the creature outside of the attacks), Broadcast Rambler (reate a 1/1 colorless Thopter artifact creature token with flying, pay 5 mana for a token yes very good pay off my sarcasm almost gave me a heart attack on this)and of course because cycling is something more Skybox Ferry, would you use them? Burner Rocket and Hulldrifter in a very specific deck.
Cycling is an old acquaintance and I dare say it never, ever fails because its effect is to rotate your hand, I mentioned in vehicles as something that makes them stand out having to recycle because if you don't need or can't use them you can exchange them for something. Let's get to the good stuff: Chitin Gravestalker (a big creature that interacts with the graveyard), Howler's Heavy (will weaken something's attack and replenish your hand), Magmakin Artillerist (whenever you discard one or more cards, this creature deals that much damage to each opponent), Night Market (a cycling land is an auto-include in my decks), Stall Out (tap, stun, have fun), and Wreck Remover (slight grave hate and provides a little life replenishment). The cream of the crop is Chitin Gravestalker; who doesn't like a big, aggressive creature hitting the opponent? Magmakin Artillerist and Wreck Remover are the best; the first one is good, as it hits all opponents, and the second one has Delirium, which is made viable faster or even interacts with the rest.
Beyond Mechanics
We have cards in all sets that are not tied to the set's mechanics and in Aetherdrift they are the best in the entire set, I will analyze the 5 best for me.
5 . Maximum Overdrive
Combat tricks are always welcome, this one removes threats, saves your creature and still leaves it permanently fortified with the counter. 4. Beastrider Vanguard
Filtering the top and getting a permanent is extremely strong, considering that the color is not the strongest with draw is extremely positive.
3. Aetherjacket
Flying and vigilance are strong, being an artifact removal that we can use to delay the opponent's game or even completely destroy it makes it here.
2. Magmakin Artillerist
A card that will synergize with any deck that uses discard, it will always ping damage to the board and if you give it lifelink in a game against 3 opponents it will gain 3 life every time it discards something.
1. Pactdoll Terror
Everything that enables combos or enhances existing ones is a good thing for me, imagine a dimir on that silly combo with zero-cost artifacts.
The commanders take the stage!
I will only include creatures that are not reprints, I will list a top 5 but I will comment a little on the best ones (yes, we will have a separate list for vehicles).
5. Guidelight Synergist
I'm a simple man, a giant flying robot. Jokes aside, with the abundance of artifact tokens, useful artifacts, and artifact synergies, this little robot is my choice for teaching a newbie how to build a deck.
4. Lagorin, Soul of Alacria
Flying and +1/+1 counters that she can add to herself. Well, this one uses the classic Selesnya markers to grow and attack, with a kindred touch because she's tied to the set, but don't fear, with Changeling, protections, and even the Voltron option, she can shine.
3. Wickerfolk Indomitable
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Ignoring command tax is strong, always has been, and always will be. Black synergize and easily recover artifacts from the graveyard. What will you do with that?
2. Marshals' Pathcruiser
The weakness of a 5-color deck? Getting the mana curve right. This commander solves your mana curve, and the little bird "glint hawk" helps you too.
1. Guidelight Pathmaker
Are tutors strong? Is putting permanents onto the field strong? Is blink common across colors? Is control accessible across colors? What is this commander's weakness besides costing 6 mana?
Honored Mentions
Marauding Mako
- Scrounging Skyray
- Skyserpent Seeker
Today's List = Guidelight Pathmaker
List in Moxfield
Name Aetherdrift presents: Guidelight Pathmaker
Commander
1 Guidelight Pathmaker
Deck
1 Aetherjacket
1 Ancient Den
1 Arcane Signet
1 Ash Barrens
1 Azorius Signet
1 Brokers Hideout
1 Cloak of the Bat
1 Command Bridge
1 Command Tower
1 Counterspell
1 Court Homunculus
1 Daggermaw Megalodon
1 Destroy Evil
1 Drix Interception
1 Eagles of the North
1 Etherium Spinner
1 Expedition Map
1 Frogmite
1 Glacial Floodplain
1 Idyllic Beachfront
1 Imprisoned in the Moon
7 Island
1 Lonely Arroyo
1 Lonely Sandbar
1 Lórien Revealed
1 Mizzium Skin
1 Moment of Valor
1 Myr Enforcer
1 Mystic Sanctuary
1 Navigation Orb
1 Night Market
1 Obscura Storefront
1 Ornithopter
1 Pilgrim's Eye
7 Plains
1 Planar Incision
1 Principled Referee
1 Razortide Bridge
1 Renowned Weaponsmith
1 Retraction Helix
1 Rewind
1 Roving Keep
1 Run Away Together
1 Seat of the Synod
1 Secluded Steppe
1 Shelter
1 Shield-Wall Sentinel
1 Silver Deputy
1 Steelfin Whale
1 Thoughtcast
1 Thraben Charm
1 Tidepool Turtle
1 Unwind
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