Standard Power Rankings

After the first weekend of new Standard and its share of constructed decks, here there are the top cards of the Standard format.

  • Winding Constrictor   [Last Month: N/A] 

Winding Constrictor With the removal of Smuggler’s Copter and Reflector Mage from the format, 2 drops got a bit of a boost. In this case, the winning strategy (along with most of the Top 4) utilized Winding Constrictor as a good on-curve drop that brings more than straight stats to the table. By increasing the potency of Walking Ballista, Rishkar, Peema Renegade, or Verdurous Gearhulk, it turns Constrictor into a must-kill threat.

  • Grasp of Darkness   [Last Month: N/A] 

Grasp of Darkness While Fatal Push may be fighting for the title of best removal spell in Modern, Grasp of Darkness takes that crown in Standard. Any deck that can pay BB without ruining their mana base should just start the playset of these. Grasp can take out Heart of Kiran, Felidar Guardian, and nearly every other relevant creature in the format, and is one of the strongest reasons to play G/B over other G/x decks.

  • Heart of Kiran   [Last Month: N/A] 

Heart of Kiran While it may not be as dominating as Copter, Heart of Kiran is one of the most potent threats in Standard. It also makes for some interesting racing decisions thanks to vigilance and how big the blow-out possibilities are when you crew it on defense. Toolcraft Exemplar and Scrapheap Scrounger make it a stalwart in Mardu Vehicles. Later, it can tag-team with Gideon for an overwhelming amount of damage that ignores sweepers.

  • Walking Ballista   [Last Month: N/A] 

Walking Ballista Hangarback Walker 2.0? Not quite. Despite some respectable week 1 numbers, this card is only truly strong in the B/G Delirium builds that abuse Constrictor. G/W Tokens also utilizes it as an on-curve play that can become an oversized Triskelion later. What’s nice is that the card is rarely ever bad, much like Thraben Inspector, it tends to fulfill many useful niches despite how ordinary it looks. Still, as decks become more refined, it’ll be interesting to see if Ballista retains its starting spot.

  • Scrapheap Scrounger  [Last Month: 4]  

Scrapheap Scrounger The junkyard dog is back and scrappier than ever. It’s a mainstay of Mardu Vehicles and Esper decks as a 2 drop that’s difficult to kill and can crew Heart of Kiran. Much like Winding Constrictor is the go-to for B/G, Scrounger will only see more play since Jeskai has so many issues with it. B/G also lacks a permanent answer to it, though blocking is a bit easier for those strategies.

  • Saheeli Rai  [Last Month: N/A] 

Saheeli Rai Between Jeskai and 4c variants, Copy Cat Combo put up 25 decks in the Top 64. Meanwhile, Saheeli Rai and Felidar Guardian were quite possibly the most played creature and planeswalker in the tournament. What’s interesting is how the decks fared, only three made Top 8 and they all got knocked out in the quarters. Obviously this is a strong first showing and everyone was expecting the combo, but considering the sheer numbers present, these results are a bit disappointing.

  • Rishkar, Peema Renegade  [Last Month: N/A] 

Rishkar, Peema Renegade Secretly the best card in the B/G mirror besides Nissa, Voice of Zendikar, Rishkar gives you a ton of flexibility between buffing your curve and giving you a late game edge on mana. Normally the mana wouldn’t be so important in these types of decks since Ishkanah is on the bench, but with Walking Ballista, suddenly you have a reason to want 8+ mana. Rishkar is one of the few cards in the deck you’ll be relatively happy to see early or late.

  • Gideon, Ally of Zendikar  [Last Month: N/A] 

Gideon, Ally of Zendikar Of course this list wouldn’t be complete without Gideon. While Gideon is one of the strongest cards in the format, Heart of Kiran is a serious threat to him. Unlike Copter, you can’t play Gideon into many Vehicles boards now, and B/G can threaten him with Mindwrack Demon. Meanwhile, many of the Saheeli decks simply aren’t threat-centric enough to utilize Gideon well. He’s a strong individual play without an impressive home at the moment.

Aether Revolt Constructed Review: Artifacts, Gold and Lands

PREVIOUS AETHER REVOLT SET REVIEWS

Limited:  White | Blue | Black | Red | Green | Artifacts, Gold and Lands

Constructed: White | Blue | Black | Red | Green

Alright, welcome to the Aether Revolt Constructed Review!

Let’s take a look at the grading scale. Keep in mind that that the written evaluation of the card is more relevant, as there are many factors that aren’t reflected in a card’s grade. The grading scale is a little different than the one for the Limited format.

GRADING SCALE

(Also known as the “Jace” Scale)

5.0: Multi-format all-star. (Jace, the Mind Sculptor. Tarmogoyf. Snapcaster Mage.)
4.0: Format staple. (Jace, Vryn’s Prodigy. Collected Company. Remand.)
3.5: Good in multiple archetypes and formats, but not a staple. (Jace Beleren.Painful TruthsHissing Quagmire.)
3.0: Archetype staple. (Jace, Architect of Thought. Zulaport Cutthroat.Explosive Vegetation.)
2.5: Role-player in some decks, but not quite a staple. (Jace, Memory Adept.AnticipateTransgress the Mind.)
2.0: Niche card. Sideboard or currently unknown archetype. (Jace, the Living GuildpactNaturalize. Duress.) Bear in mind that many cards fall into this category, although an explanation is obviously important.
1.0: It has seen play once. (One with Nothing.)

COLORLESS CARDS

Aethersphere Harvester

Constructed: 3.5

This may not be Smuggler’s Copter, but a 3/5 lifelink for 3 is still an incredible rate. Any creature can crew this and let you start harvesting the sweet, sweet rewards, and the stats on this make it big enough to brawl with basically anything. Look to see a lot of Harvesters in the future.

Consulate Dreadnought

Constructed: 2.0

I still don’t believe in the Siege Modification deck, or even the Peacewalker Colossus one, but I wanted to mention this solely for the absurd stats-to-cost ratio. If there is something to those two enablers, this is likely involved.

Crackdown Construct

Constructed: 2.5

The only reason this has legs is because of Wandering Fumarole. With Fumarole, you can make Construct as big as you want by using the 0 ability over and over, which is a 2 card kill. Sadly, it takes a turn to work (summoning sickness) and you have a non-evasive creature to get through. I don’t want to dismiss a 2 card combo, but I’m also not over the moon about this.

Daredevil Dragster

Constructed: 2.0

If this lives long enough for you to cash it in for cards, I’m in. That isn’t a guarantee, and competing with Aethersphere Harvester is a tough gig (especially at a higher crew cost).

Foundry Assembler

Constructed: 2.0

While I’m generally on board with improvise cards, this seems a bit too anemic for my tastes. The only reason this would be better than one of the good colored improvise cards is if you get it to 0 and drop like 3, but that’s a lot of work to assemble a bunch of 3/3s.

Gonti’s Aether Heart

Constructed: 1.0

Maybe I’m heartless, but I just don’t see it. Too much work for an extra turn, and basically just a worse version of Aetherworks Marvel.

Heart of Kiran

Constructed: 3.5

Heart of Kiran is very powerful, large enough to deal real damage, and works perfectly with Gideon (or any other aggressive planeswalker). Vigilance doesn’t matter much unless you have a planeswalker, but then it becomes quite important. This has the cost, stats, and abilities to make a real splash in Constructed.

Hope of Ghirapur

Constructed: 3.0

I’m looking at this more for older formats, where you hopefully run into more decks full of noncreature spells. In Legacy or Vintage, this can essentially let you take an extra turn against combo, while also shutting off counterspells against control. That’s powerful for just 1 mana, and even in Modern and Standard this could be an interesting sideboard card.

Inspiring Statuary

Constructed: 3.0

The combo potential of this is literally inspiring. It essentially taps for a mana by itself, and makes it possible to just go off as long as you have a lot of cheap artifacts. Casting Ulamogs, various card draw spells, and other giant monsters sounds great, and quite doable if you can strike the right balance between enablers and threats. There is a risk of the deck not working without the Statuary, but card draw and search help mitigate that.

Lifecrafter’s Bestiary

Constructed: 2.5

The ability to draw a card for each creature you play is strong enough to warrant investigation, and getting a scry each turn is just gravy (delicious green gravy). The mana does add up if you are trying to play 2+ creatures a turn, but there are plenty of ways around that, such as Cryptolith Rite. Let’s just say it might be Ornithopter‘s time to shine in Standard, for many different reasons.

Metallic Mimic

Constructed: 2.5

A 2 drop that can potentially buff every creature you play afterwards is not weak, and there are enough tribal opportunities out there to make this a solid inclusion. A bunch of decks are tribal without even trying, which means you aren’t paying many costs to make this strong.

Ornithopter

Constructed: 3.5

Look, it’s already a 4 of in Affinity, and the possibilities in this Standard format look promising. It’s a funny card to be good—and pretty awesome that it might be, but I really think between improvise, Paradoxical Outcome, Lifecrafter’s Bestiary and more, Ornithopter may be the real deal. Hurray!

Pacification Array

Constructed: 2.5

The bar for 1 drop artifacts is lower in this set because of improvise, and Pacification Array provides an actual effect. It’s expensive to use over and over, but there are decks where this will fit.

Paradox Engine

Constructed: 2.0

This looks like a Cloudstone-Curio-esque card, where if you assemble the right mana producers you can go off. I don’t really know what that looks like, and it seems like it would take at least 3 cards, if not more. Still, there’s no way I’m not giving this at least a 2, because look at how strange it is. There has to be something here, right?

Peacewalker Colossus

Constructed: 2.5

Peacewalker Colossus is large and synergizes with other Vehicles, including other copies of itself. That seems like a fine place to land, and given how big this is, I think it will be a reasonable option.

Planar Bridge

Constructed: 1.0

I can’t in good faith say this card is going to rock Constructed, but I can’t leave it off either. It seems pretty sweet, and I’d love to use it to destroy a control mirror.

Renegade Map

Constructed: 3.5

This is the best revolt enabler in Standard, and even tags in for improvise as well. Renegade Map is going to be a critical part of many different decks, and does so while being a perfectly playable card even if you don’t draw your combo cards with it.

Scrap Trawler

Constructed: 2.5

This reminds me of Matter Reshaper, which has done some solid work. It’s easier to cast but requires you fill your deck with cheap artifacts, though it also has the advantage of giving you triggers whenever your other artifacts die. That’s a pretty sweet deal for 3 mana, and makes this a solid value play.

Servo Schematic

Constructed: 2.0

I’d like to also retroactively give Cogworker’s Puzzleknot a 2 since improvise now makes two artifacts for 2 mana an appealing deal. There are minor sacrifice benefits here too, though I suspect improvise is the real reason this sees play.

Treasure Keeper

Constructed: 2.5

Okay, maybe this is the Matter Reshaper of the set, or perhaps a slower Bloodbraid Elf. Either way, this is a 2 for 1 that gives you some mana on top of the extra card, which makes it worth considering. If a 3/3 ground creature is a relevant body in this format, this becomes a solid option.

Walking Ballista

Constructed: 3.5

Hangarback Walker version 2.0 also looks like it’s going to heavily impact Standard. This has a ton of synergy with cards like Nissa and Winding Constrictor, and it’s an appealing card on its own. It also combines very well with Avacyn, and gives G/W Tokens legs once again (legs made for walking). This is good early, good late, good by itself, and great with other cards. Flexibility and damage at instant speed, while being a mana sink, make Walking Ballista one of the more impactful cards in the set.

LAND CARDS

Spire of Industry

Constructed: 3.5

City of Brass got an upgrade, and City of Brass was already highly played last time it was in Standard (yes, I know it was called Mana Confluence, but City of Brass is too sweet). This fits perfectly into Vehicles decks, and will power many 3+ color decks with ease.

MULTICOLORED CARDS

Ajani Unyielding

Constructed: 2.0

6 mana is a lot for a planeswalker, and the successful ones we’ve seen at 6 tend to protect themselves from multiple threats (Elspeth, Chandra). Ajani can stop 1 creature, but that’s it, and that seems like not quite enough. The card draw ability is solid, but the whole package is just a little too pricey.

Dark Intimations

Constructed: 2.5

Cruel Ultimatum Jr. is an intriguing card. Casting it isn’t too hard, and it can add up to a 4 for 1, so I’m certainly up for trying it. It could also get a substantial power boost once you get a Bolas planeswalker, so keep an eye on this one.

Maverick Thopterist

Constructed: 2.5

An improvise card that also fuels more improvise seems like it could be a solid role-player. This has to cost 3 to be exciting, and that seems very doable. Three creatures is a lot of board presence, and Whirler Rogue saw a little play itself.

Oath of Ajani

Constructed: 3.0

Both these abilities are very strong, even if they won’t both usually be strong at the exact same time. Having a card that ramps 6-8 of your other cards early and buffs your whole team mid or late game is something G/W decks are interested in, and its additional synergy with Walking Ballista, Gideon, and Nissa is appealing.

Renegade Rallier

Constructed: 3.0

Now this looks like something a Modern deck would want. Getting easy revolt off of fetchlands and bringing back cards like Tarmogoyf or Dark Confidant sounds awesome, and even playing this and getting back the fetchland itself will be solid. In Standard, this is a little harder to manage, but the payoff is good enough that it could see play alongside cards like Renegade Map in a low curve deck. It’s also an intriguing sideboard card against decks where you expect a lot of creatures to die in combat, as revolt isn’t hard to ensure there either.

Rogue Refiner

Constructed: 3.0

This has a couple things going for it, and it could easily find a place in Aetherworks Marvel decks, emerge decks, or any sort of midrange energy deck. That’s a lot of potential energy. A solid body, an extra card, and a few energy is a fine deal for 3 mana, and I suspect it won’t only be rogue decks that want this card.

Tezzeret the Schemer

Constructed: 2.5

Schemes within schemes, most of which have a good chance of working. In an artifact-heavy deck,Tezzeret acts as a repeatable removal spell, a way to add artifacts to the board, and a high-loyalty planeswalker to absorb some hits. That’s a good deal for 4 mana, and along with Metallic Rebuke, gives me hope that an artifact control deck has legs.

Tezzeret’s Touch

Constructed: 2.0

Giving up the raw speed of Ensoul Artifact in order to get a second shot if the artifact dies isn’t a great trade-off. You are mostly putting this on crappy things anyways, so I’m not enthralled with the idea of using this as a beatdown card (and being a gold card doesn’t help).

Winding Constrictor

Constructed: 3.5

There are so many ways to generate +1/+1 counters in Standard, and as a result, this somewhat gimmicky card actually provides a ton of value. Verdurous Gearhulk, Walking Ballista, Nissa,Oath of Ajani, and more all add up to incredible turns when you have a Winding Constrictor in play, which is great for just 2 mana (and with a relevant body). It looks like G/B has a new lease on life, as aggro Snake versions seem poised to be very good in Standard.

Top 5 Artifact/Gold Cards

  1. Heart of Kiran
  2. Winding Constrictor
  3. Walking Ballista
  4. Aethersphere Harvester
  5. Spire of Industry

These are some great cards. I like Harvester best because it fits so many places, even if it isn’t an auto 4 of just yet. Winding Constrictor and Ballista are good synergy cards, and Heart of Kiran and Spire of Industry breathe new life into multicolor Vehicle decks. All told, this was an impressive haul, and all of these cards are incredibly close together in terms of power level and impact.

Overall, AER brought a good amount to the table. Fatal Push is the most impactful across all formats, but there are tons of relevant Standard playables as well, especially once you factor in the void left by Emrakul, Smuggler’s Copter, and Reflector Mage. Interesting times are ahead!

Aether Revolt Constructed Review: Green

PREVIOUS AETHER REVOLT SET REVIEWS

Limited:  White | Blue | Black | Red | Green | Artifacts, Gold and Lands

Constructed: White | Blue | Black | Red

Alright, welcome to the Aether Revolt Constructed Review!

Let’s take a look at the grading scale. Keep in mind that that the written evaluation of the card is more relevant, as there are many factors that aren’t reflected in a card’s grade. The grading scale is a little different than the one for the Limited format.

GRADING SCALE

(Also known as the “Jace” Scale)

5.0: Multi-format all-star. (Jace, the Mind Sculptor. Tarmogoyf. Snapcaster Mage.)
4.0: Format staple. (Jace, Vryn’s Prodigy. Collected Company. Remand.)
3.5: Good in multiple archetypes and formats, but not a staple. (Jace Beleren.Painful TruthsHissing Quagmire.)
3.0: Archetype staple. (Jace, Architect of Thought. Zulaport Cutthroat.Explosive Vegetation.)
2.5: Role-player in some decks, but not quite a staple. (Jace, Memory Adept.AnticipateTransgress the Mind.)
2.0: Niche card. Sideboard or currently unknown archetype. (Jace, the Living GuildpactNaturalize. Duress.) Bear in mind that many cards fall into this category, although an explanation is obviously important.
1.0: It has seen play once. (One with Nothing.)

Aetherwind Basker

Constructed: 2.0

I’m not normally a fan of 7 drops in Constructed, but this is potentially a 15/15 trample the first time it attacks. It also fuels energy cards like Aetherworks Marvel, and the ability to make massive amounts of energy is worth taking into account.

Greenbelt Rampager

Constructed: 3.0

This is one of the more interesting cards in the set. By itself, it’s GGG for a 3/4, and that payment can be split up among multiple turns. That’s okay, but not fantastic. Combine it with energy cards and you either get a cheap 3/4 or an energy-generation engine, and those 2 abilities add up to a very appealing 1 drop. Where I see this fitting best is an aggressive energy deck, as it can utilize both halves of this card.

Greenwheel Liberator

Constructed: 2.0

I like this more for Modern than Standard, though a 2 mana 4/3 isn’t quite there either. Without fetchlands, this is a bit too much work for too little payoff.

Heroic Intervention

Constructed: 2.5

I like the look of this. It strikes me as a sideboard card, and an effective one. It counters sweepers (Yahenni’s Expertise aside), is relevant in combat, and can stop any targeted removal spell or ability. That’s a lot of card for just 2 mana, and removal-based decks are going to need to watch out.

Hidden Herbalists

Constructed: 2.5

Burning-Tree Emissary got a new friend, and this could lead to more sweet Reckless Bushwhacker turns in Modern. Fetchlands make this a great turn 2 play, and there are plenty of ways to take advantage of a 0 mana 2/2.

Maulfist Revolutionary

Constructed: 2.0

The 3/3 for 3 part of this is a little less impressive in Constructed, but the counter synergy is much easier to pull off. This will often end up as 4/4 or 5/5 in stats overall, which is worth it in a deck built to maximize that.

Narnam Renegade

Constructed: 2.5

This is one of the Revolt cards that I like best. A 2/3 deathtouch is a solid little fighter, and costing only 1 mana makes it that much more likely it will be on. It’s also relevant without Revolt, and the combination of all that makes this intriguing. At the very least, it’s a super Kird Ape in Modern.

Natural Obsolescence

Constructed: 2.0

Purely sideboard material, Natural Obsolescence gives you a good option against cards you don’t want to send to the graveyard, or cards that are indestructible.

Rishkar, Peema Renegade

Constructed: 3.5

Rishkar is the sweet combination of a lot of stats and a very powerful ability, all for just 3 mana. Any deck with a lot of 1- and 2-drops should consider Rishkar, as this is one of the most powerful cards in the set.

Rishkar’s Expertise

Constructed: 2.5

The idea of drawing 3 to 5 cards and playing something large for free definitely appeals to me, and it doesn’t seem impossible to get that to work enough of the time. The drawback of your 6 drop doing nothing is a big one, don’t get me wrong, but when this works it will be strong enough to risk that drawback.

Unbridled Growth

Constructed: 2.5

I don’t know exactly where this goes yet, but a 1 mana Revolt enabler that you can sacrifice later (making it cost zero on the turn you need it to) that doesn’t cost a card is worth noting.

Top 3 Green Cards

  1. Rishkar, Peema Renegade
  2. Greenbelt Rampager
  3. Rishkar’s Expertise

Rishkar is no joke, and Greenbelt Rampager is a solid dude. Past that, green got a lot of speculative cards, and is not as obviously powerful as some of the other colors.

Aether Revolt Constructed Review: Red

PREVIOUS AETHER REVOLT SET REVIEWS

Limited:  White | Blue | Black | Red | Green | Artifacts, Gold and Lands

Constructed: White | Blue | Black

Alright, welcome to the Aether Revolt Constructed Review!

Let’s take a look at the grading scale. Keep in mind that that the written evaluation of the card is more relevant, as there are many factors that aren’t reflected in a card’s grade. The grading scale is a little different than the one for the Limited format.

GRADING SCALE

(Also known as the “Jace” Scale)

5.0: Multi-format all-star. (Jace, the Mind Sculptor. Tarmogoyf. Snapcaster Mage.)
4.0: Format staple. (Jace, Vryn’s Prodigy. Collected Company. Remand.)
3.5: Good in multiple archetypes and formats, but not a staple. (Jace Beleren.Painful TruthsHissing Quagmire.)
3.0: Archetype staple. (Jace, Architect of Thought. Zulaport Cutthroat.Explosive Vegetation.)
2.5: Role-player in some decks, but not quite a staple. (Jace, Memory Adept.AnticipateTransgress the Mind.)
2.0: Niche card. Sideboard or currently unknown archetype. (Jace, the Living GuildpactNaturalize. Duress.) Bear in mind that many cards fall into this category, although an explanation is obviously important.
1.0: It has seen play once. (One with Nothing.)

Aether Chaser

Constructed: 2.0

If this is good enough, it’s barely good enough. The dream is somewhat worth chasing, as a 2/1 that makes a 1/1 is a good deal for 2 mana, but it’s really going to depend on what aggressive red decks look like and how many x/3 blockers are running around.

Enraged Giant

Constructed: 2.0

Between this and Freejam Regent, red may have enough Improvise payoffs to really go aggro on a deck full of cheap artifacts. If this gets down to about 3 cost, it’s a real beating, and that seems doable if the rest of the deck is made up of good enough cards.

Freejam Regent

Constructed: 2.5

The same caveats about Enraged Giant apply before you should feel free to jam this, with flying and firebreathing being enough better than trample and haste to get a slightly better grade.

Hungry Flames

Constructed: 3.0

Searing Blaze this is not, but it’s close enough for government work. Hungry Flames will kill enough of the creatures that matter, while pinging the opponent for a relevant bit of damage. Whether this sees play is contingent on there being a highly aggressive red deck, but that seems at least somewhat likely.

Indomitable Creativity

Constructed: 2.0

The main use this has is in a deck that can create tokens (either artifact or creature). You then blow them up creatively, and it finds the great artifacts or creatures from your deck, of which you are only playing a couple. That seems worth exploring, even if cards like this have never quite gotten there. It can also downgrade opposing cards, but that’s less exciting.

Kari Zev, Skyship Raider

Constructed: 2.0

Kari Zev is pretty close to a 3 power creature for 2 mana, and that’s something aggressive red decks may be interested in. She triggers Revolt each turn, is hard to interact with in combat, and can create a Monkey each turn for sacrificial fodder (though that seems a little cruel to poor Ragavan).

Kari Zev’s Expertise

Constructed: 2.5

The power level on this is high enough that it threatens some big turns in Constructed. If you side this in against a deck with large creatures, you can set up a pretty sick combat by playing this and a free removal spell at once. It does still seem like a sideboard card rather than a main deck one, but a good one at that.

Quicksmith Rebel

Constructed: 2.5

This looks like another potent sideboard card. Against a deck with many 2 toughness creatures, playing the Rebel and starting to gun them down sounds appealing. You do need artifacts lying around, but Improvise decks may be in the right place to take advantage.

Release the Gremlins

Constructed: 2.5

I don’t know if it’s Sideboard Day or something, but red is getting a lot of cards that look quite powerful out of the board. Release the Gremlins is one of them, as it’s an effective way to punish artifact based decks, though not a card I’d run in the main deck.

Shock

Constructed: 3.0

This will see a fair amount of play, it’s cheap, efficient, and gets the job done. The format will dictate exactly how much play, as a wealth of 3 toughness creatures will clearly reduce the effectiveness of Shock, but I still see this as a staple.

Siege Modification

Constructed: 1.0

No. I don’t care how big the 7/11 is, still no.

Top 3 Red Cards

  1. Shock
  2. Hungry Flames
  3. Freejam Regent

Red didn’t knock it out of the park here, but it got some good removal spells, a couple big Improvise threats, and a lot of sideboard options. For a small set, that isn’t bad.

Aether Revolt Constructed Review: Black

PREVIOUS AETHER REVOLT SET REVIEWS

Limited:  White | Blue | Black | Red | Green | Artifacts, Gold and Lands

Constructed: White | Blue

Alright, welcome to the Aether Revolt Constructed Review!

Let’s take a look at the grading scale. Keep in mind that that the written evaluation of the card is more relevant, as there are many factors that aren’t reflected in a card’s grade. The grading scale is a little different than the one for the Limited format.

GRADING SCALE

(Also known as the “Jace” Scale)

5.0: Multi-format all-star. (Jace, the Mind Sculptor. Tarmogoyf. Snapcaster Mage.)
4.0: Format staple. (Jace, Vryn’s Prodigy. Collected Company. Remand.)
3.5: Good in multiple archetypes and formats, but not a staple. (Jace Beleren.Painful TruthsHissing Quagmire.)
3.0: Archetype staple. (Jace, Architect of Thought. Zulaport Cutthroat.Explosive Vegetation.)
2.5: Role-player in some decks, but not quite a staple. (Jace, Memory Adept.AnticipateTransgress the Mind.)
2.0: Niche card. Sideboard or currently unknown archetype. (Jace, the Living GuildpactNaturalize. Duress.) Bear in mind that many cards fall into this category, although an explanation is obviously important.
1.0: It has seen play once. (One with Nothing.)

Battle at the Bridge

Constructed: 2.0

You need to be deep on Improvise before this becomes good enough. Straight-up casting it isn’t acceptable outside of Limited, but if you can make it a 2 mana deal 5 (or the like), it could be worth it. Another use I could see is as a sideboard card, because it does punish aggro decks if you have a decent number of artifacts to fuel it.

Daring Demolition

Constructed: 2.0

I’d be really surprised if this got there, but maybe there’s a black deck that really wants to kill large Vehicles and has no other outs.

Fatal Push

Constructed: 5.0

If you were wondering what the best card in the set was, wonder no more. This is pushed enough to see play across every format, especially the ones with fetchlands. In Standard, cheap revolt enablers, make Push go big, and even the non-revolt version has plenty of targets. Once you do introduce fetches, this becomes absurd, and will kill everything from Tarmogoyf to Lodestone Golem without batting an eye. It’s funny that Smuggler’s Copter got banned before this came out to kick it around, but regardless, Fatal Push is the real deal. It will also incentivize 5 drops over 4 drops when it’s close, which is nice for diversity of threats and costs.

Fen Hauler

Constructed: 2.0

Anything with Improvise has at least some potential, but I’m not a big fan of this. The ability and stats just don’t do quite enough for me.

Fourth Bridge Prowler

Constructed: 2.5

I really like this as a sideboard card in the right metagame. Against an aggro deck full of 1/1s and 2/1s, this is a huge beating. It may even cross the bridge to the main deck, though that seems a lot less likely to me.

Gifted Aetherborn

Constructed: 2.5

This is a pretty good deal if you can get BB early. It’s big enough to survive most combats and doesn’t die to Shock, all while giving you life to play with and taking down anything it fights. I’ve loved Vampire Nighthawk in sideboards before, so this could also be a great Side Board option against aggro, as well as a main-deck option in a black-based aggro or midrange deck.

Glint-Sleeve Siphoner

Constructed: 3.0

Maybe I’m being optimistic, but I like the look of this. It’s a nice little beater that threatens to draw a bunch of extra cards, and at a very low cost. If you have just 1 energy before you play it, it’s already going to replace itself if it lives to your next turn, and it can fuel itself easily. Aether Hub and Harnessed Lightning combine nicely with the Siphoner, and it’s already good on its own.

Herald of Anguish

Constructed: 3.0

Now this is an improvise card worth building toward. It’s immune to Fatal Push, it can come out for 3 or 4 mana, and it eats a card essentially right away. It also flies over for a substantial amount of damage, and can throw your Prophetic Prisms at the opponent’s creatures, making it a threat against both aggro and control. I like Herald of Anguish, and can see it being the gas an improvise deck is looking for.

Midnight Entourage

Constructed: 2.5

Getting a card back whenever one of your creatures dies is an intriguing enough textbox that I’m in for playing a glorified Hill Giant. This can let you get good attacks in with the right curve, and punishes removal decks well. The biggest challenge is finding enough good Aetherborn, but that does seem doable.

Secret Salvage

Constructed: 1.0

Is the secret Relentless Rats? Tell me it’s Relentless Rats. Otherwise, this is too expensive and fiddly to really be worth the effort.

Vengeful Rebel

Constructed: 3.0

I’ve got high hopes for Flametongue Kavu Jr. here. If you can cheaply enable revolt, this is a very powerful play, and in the creature based format that is Standard, one that can generate a lot of value. Renegade Map is a big part of this, as is Terrarion, at which point you may be able to verge on improvise if you want. This also has merit as a sideboard card for creature mirrors, where you have a higher likelihood of just trading guys and then being able to play this without doing anything fancy.

Yahenni, Undying Partisan

Constructed: 2.5

Yahenni doesn’t quite match up to their Expertise, but still has some interesting things going on. Being indestructible and triggering revolt at will is nice, as is growing whenever you kill off an opposing creature. As a 3 mana 2/2, that’s still not quite enough to make this a Falkenrath Aristocrat, but mana-less sacrifice outlets are always valuable (see: Nantuko Husk).

Yahenni’s Expertise

Constructed: 3.5

Mini Languish plus a 3 mana voucher is an enticing card. It is context-dependent, and being this powerful naturally pushes people to reduce the number of creatures that die to it, but it’s still got a ton of potential. I expect this to be played in control, midrange (especially with 4 toughness creatures), and even out of the board in all sorts of decks.

Top 3 Black Cards

  1. Fatal Push
  2. Yahenni’s Expertise
  3. Glint-Sleeve Siphoner

Getting the best card in the set is a nice way to start, and black even picks up a great sweeper, a great 2 drop, and Herald of Anguish (the next best card). That’s a lot for a small set, and I’m very impressed with black’s offerings.

Deck Guide of the Day: Frontier U/R Ensoul Artifact

The Izzet Thopter deck that Team ChannelFireball and Face-to-Face piloted at Pro Tour Magic Origins is one of my favorite of all time, so I’ll take any opportunity to highlight a new spin on the archetype.

Ensoul Artifact is a powerhouse, and we’re about to see a similar card in Standard thanks to Aether Revolt’s Tezzeret’s Touch. While the new version is “safer” in that you can get the artifact back if it’s killed, Ensoul is still king thanks to the mana cost. For just 2 mana, you’re getting a 5/5 creature with virtual haste. On a Darksteel Citadel, it will be indestructible. Enchant a flying creature, and you build a Dragon.

Ensoul Artifact

Hangarback Walker was another major player in that Standard deck. It was cheap to cast early for just a 2 mana investment that would continue to grow. The counters on the Walker would count along with the Ensoul, so a turn 3 enchantment on the Walker would make it a 6/6 creature. The popular removal spells in the format include burn, Murderous Cut, and soon Fatal Push, which don’t interact very well with Hangarback. Other cards that combo well with the Walker are ones that can pump Thopters, or any way to sacrifice the Hangarback for tokens.

Hangarback Walker

Ghostfire Blade is a big time enabler for this deck. A single mana to cast and a single mana to equip for a massive power and toughness bonus makes your artifact creatures tough to deal with. This added speed and sustained extra damage with evasion creatures is critical to the deck’s success. U/R Thopter decks have a ton of reach, and the bulk of that comes from Shrapnel Blast. While the Blast can sacrifice any artifact on the board to deal 5, the combination with Hangarback Walker is the most effective. Any way you slice it, this is a 5 damage burn spell at instant speed that can target both creatures and players. Combined with Lightning Strikes and Wild Slash, U/R Thopters has the ability to burn people out from double-digit life totals without needing many cards or mana.

Ghostfire BladeShrapnel BlastLightning StrikeWild Slash

Thopter producers are going to be quite strong in this deck. Thopter Engineer and Pia and Kiran Nalaar are at the top of the list, but there are plenty more that should be tested. Pia Nalaar may have what it takes, but Maverick Thopterist definitely seems worth a try once Aether Revolt is released. Being able to use your Ghostfire Blades and other Thopters to help cast this for cheap sounds exciting to me, but all of the Thopter producers have their own strengths and weaknesses to consider.

Thopter EngineerPia and Kiran NalaarPia NalaarMaverick Thopterist

Another big benefit to Thopter production is the ease with which you’ll turn on Smuggler’s Copter. With its recent banning in Standard, this is the perfect format to dust them off for, and I don’t think I need to tell you just how dominant this card is.

Smuggler's Copter

The early creatures and pressure come from Inventor’s Apprentice and Ornithopter. Ornithopter may not seem like the most intimidating aggro creature, but with Ghostfire Blades to play and equip turn 2 or Ensoul Artifact to create a 5/5 flying creature with haste turn 2, Ornithopter ends up looking impressive.

Inventor's ApprenticeOrnithopter

Here’s the full list:

Creatures (17):

4 Hangarback Walker
4 Ornithopter
4 Inventor’s Apprentice
2 Thopter Engineer
3 Pia and Kiran Nalaar

Spells (21):

1 Wild Slash
4 Lightning Strike
4 Shrapnel Blast
4 Ensoul Artifact
4 Ghostfire Blade
4 Smuggler’s Copter

Lands (22):

4 Spirebluff Canal
4 Shivan Reef
2 Wandering Fumarole
4 Darksteel Citadel
1 Tomb of the Spirit Dragon
5 Mountain
2 Island

Sideboard (15):

4 Disdainful Stroke
2 Roast
2 Smash to Smithereens
2 Thopter Spy Network
1 Rending Volley
1 Negate
1 Savage Alliance
1 Seismic Rupture
1 Dispel

There are lots of great artifacts available, and only more with Aether Revolt soon to be released. While this deck can’t take advantage of the powerful delve spells of the format or Collected Company, it has great speed and reach that can punish opponents for being too slow or tapping out.

Thanks Everybody for reading,

Andreas

Aether Revolt Constructed Review: Blue

PREVIOUS AETHER REVOLT SET REVIEWS

Limited:  White | Blue | Black | Red | Green | Artifacts, Gold and Lands

Constructed: White

Alright, welcome to the Aether Revolt Constructed Review!

Let’s take a look at the grading scale. Keep in mind that that the written evaluation of the card is more relevant, as there are many factors that aren’t reflected in a card’s grade. The grading scale is a little different than the one for the Limited format.

GRADING SCALE

(Also known as the “Jace” Scale)

5.0: Multi-format all-star. (Jace, the Mind Sculptor. Tarmogoyf. Snapcaster Mage.)
4.0: Format staple. (Jace, Vryn’s Prodigy. Collected Company. Remand.)
3.5: Good in multiple archetypes and formats, but not a staple. (Jace Beleren.Painful TruthsHissing Quagmire.)
3.0: Archetype staple. (Jace, Architect of Thought. Zulaport Cutthroat.Explosive Vegetation.)
2.5: Role-player in some decks, but not quite a staple. (Jace, Memory Adept.AnticipateTransgress the Mind.)
2.0: Niche card. Sideboard or currently unknown archetype. (Jace, the Living GuildpactNaturalize. Duress.) Bear in mind that many cards fall into this category, although an explanation is obviously important.
1.0: It has seen play once. (One with Nothing.)

Aethertide Whale
Constructed: 2.0

I do like that this is a control finisher that protects itself, though we’ve flown past the days where Aetherling-style finishers are what end games. High-end cards these days need to play defense and offense better than the Whale, though in a removal-heavy mirror it could be annoying.

Baral, Chief of Compliance

Constructed: 3.0

Baral looks pretty sweet to me. Getting a 1 mana discount on any spell is a powerful ability in either a combo or control deck, and the loot effect helps you churn through cards. You can even play more copies of Baral than you would otherwise because of that effect, which is nice on a legendary card.

Baral’s Expertise

Constructed: 2.5

This Expertise is a little harder to build around, because triple-bounce is a fairly narrow effect. It can help you combo off with Sram or Aetherflux Reservoir by bouncing 0 drops, or you can slot it into a tempo deck and try and get ahead on board. I’m more skeptical of the second plan, and would think Baral’s Expertise lends itself more to combo shenanigans.

Bastion Inventor

 

Constructed: 2.5

Hexproof plus cost reduction makes me interested in inventing an improvise deck immediately. Playing a 4/4 hexproof beater for 2 or 3 mana is a real dream, and given enough cheap artifacts this could be the finisher that these engine decks are looking for. Make sure not to have your cheap artifacts do stone nothing. I’m thinking Prophetic Prism and Terrarion more than Ornithopter.

Disallow

Constructed: 3.5

A 3 mana counterspell with significant upside is a nice addition to Standard. This owns planeswalker ultimates, stops anything you need to stop, and even fights against Aetherworks Marvel. Disallow is going to be a staple in blue control decks.

Efficient Construction

Constructed: 2.0

This is potentially a replacement for Aetherflux Reservoir in this theoretical nonsense deck, but I don’t think that’s the deck’s weak spot. As a fair engine card, I don’t see this being efficient enough to construct a deck around it.

Mechanized Production

Constructed: 2.0

I’d be remiss if I didn’t mention the combo of this plus Clues, ideally off Tireless Tracker, but I don’t have high hopes for making the full 8 needed to win the game.

Metallic Rebuke

Constructed: 3.0

It would be a huge leak if I didn’t mention how good this card is going to be in Standard. It’s a 2 mana counterspell with just one artifact in play, and a 1 mana counter if you have two. Given how powerful cheap counterspells are, this is very much worth building around. How many random artifacts you can fit into a deck is yet to be seen, but the power level of this card is so high that it’s worth looking at fitting as many as possible. Clues, Prophetic Prism, Vehicles, and more, these all make Rebuke into a powerhouse.

Negate

Constructed: 2.5

Negate is great.

Quicksmith Spy

Constructed: 2.0

This looks to me like a sideboard card for matchups where there isn’t much removal. Siding this in if you are a control deck could be awesome, as it is a card-drawing machine if it lives. It’s a little expensive and unreliable to play when it’s just going to die, hence the sideboard trickery.

Reverse Engineer

Constructed: 3.0

I really like improvise in Constructed. It’s not that hard to build a deck that casts these cards for a 1 or 2 mana discount, and Reverse Engineer is the exact kind of card that can fuel crazy combos and decks full of cheap or free artifacts. It can also be a value card in an artifact based control deck, and all those possibilities add up to a card with high potential.

Skyship Plunderer

 

 Constructed: 2.5

2 cost 2/1 flier isn’t quite there, though we have playtested plenty of blue aggro decks that contain Welkin Tern. Getting an energy counter or a +1/+1 counter per hit is a real upside, with +1/+1 counters sounding better to me. If you can get enough cards that care about this trigger into an aggressive deck, this card has a chance.

Trophy Mage
 
Constructed: 2.5

I like the value here, and if you can assemble enough powerful 3 drops, Trophy Mage can put in some good work. A 2/2 is a real card, and getting card selection out of the card you draw is worth a trophy when the right tutor targets are present.

Whir of Invention
 
Constructed: 2.5

This one is slightly harder to get working than Reverse Engineer, but it still strikes a chord with me. Being able to search for all sorts of different artifacts is powerful, and with enough trinkets, this can be cast for a very big discount.

Top 3 Blue Cards

  1. Disallow
  2. Metallic Rebuke
  3. Reverse Engineer

Two counterspells and a card drawing spell. Sounds pretty blue to me, and these three cards are all quite good. It’s a good time to be a blue mage.

Deck Guide of the Day: Frontier 4 Color Humans Company

This is not the most common build of a Company deck. It did place well in a huge tournament, so you know the list is going to be solid.

Bant Humans combined Standard’s two best decks in Bant Company and Humans Aggro less than a year ago. This combination of strong Human creatures was brutally effective, and Thalia’s Lieutenants made everything spiral out of control quickly. Being able to hit Lieutenants at instant speed is what really made the deck work, and as we’ve seen in Human decks for some time now, Thalia’s Lieutenant takes them to another dimension. With so many powerful Humans, there’s little cost to adding that synergy.

Thalia's Lieutenant

Collected Company is nuts. It’s an instant. You get crazy value, hit 2 Humans, ambush creatures, set up after sweepers, and provide crazy tempo. No need to say more.

Collected Company

Warden of the First Tree is a sick way to get started. This thing grows really quickly, and is excellent on turn 1 and turn 21. It’s a late-game mana sink that wins the game, and provides reliable early pressure. Lambholt Pacifist and Heir of the Wilds both play well with +1/+1 counters. Getting a Thalia’s Lieutenant going will turn these things into massive attackers that end the game in a hurry.

Warden of the First TreeLambholt PacifistLambholt ButcherHeir of the Wilds

There are some attractive tempo Humans as well. Reflector Mage just got the axe in Standard, but it really should have gone while Collected Company was still around. This combination was straight-up oppressive and just made some matches unwinnable. You could cast them in combat, bounce attackers, block, and they can’t even cast their creatures again. Thalia, Heretic Cathar will slow down opposing creatures as well, but it will also do serious work against the fetchlands and shadowlands that dominate Frontier.

Reflector MageThalia, Heretic Cathar

Abzan Falconer plays super well with Thalia’s Lieutenant and anything else that adds counters. Sending all your creatures to the air at instant speed? Yes, please. Jace, Vryn’s Prodigy doesn’t care too much about getting some extra counters from the Lieutenant, but he certainly enjoys flashing back a Collected Company or a Dromoka’s Command.

Abzan FalconerJace, Vryn's ProdigyJace, Telepath Unbound

Dromoka’s Command is still one of the most powerful spells we’ve seen in some time. Burn is more relevant in Frontier, where Atarka’s Command, Lightning Strike, and Stoke the Flames are heavily played. It also adds counters, destroys enchantments, and kills creatures. That is effectively doing it all for just 2 mana at instant speed.

Dromoka's Command

Anafenza, the Foremost is huge, Human, and invalidates entire archetypes relying on graveyard recursion. It also adds counters. Heron’s Grace Champion is the one card that can’t be hit by Company, but it completely changes the race and you can hold it up when your opponents might think you have Company.

Anafenza, the ForemostHeron's Grace Champion

Here’s the full list:

Creatures (28):

4 Warden of the First Tree
4 Thalia’s Lieutenant
3 Lambholt Pacifist/Lambholt Butcher
2 Heir of the Wilds
2 Jace, Vryn’s Prodigy/Jace, Telepath Unbound
4 Reflector Mage
3 Thalia, Heretic Cathar
2 Abzan Falconer
2 Anafenza, the Foremost
2 Heron’s Grace Champion

Spells (8):

4 Dromoka’s Command
4 Collected Company

Lands (24):

1 Canopy Vista
1 Prairie Stream
1 Sunken Hollow
4 Windswept Heath
4 Flooded Strand
3 Botanical Sanctum
1 Blooming Marsh
1 Yavimaya Coast
3 Llanowar Wastes
2 Plains
2 Forest
1 Island

Sideboard (15):

3 Transgress the Mind
2 Arashin Cleric
2 Disdainful Stroke
2 Gideon, Ally of Zendikar
1 Anafenza, the Foremost
1 Murderous Cut
1 Sorin, Solemn Visitor
2 Dispel
1 Declaration in Stone

Collected Company is still one of the best cards ever, and putting it in a deck full of aggressive creatures and Thalia’s Lieutenant synergy is a great way to go about it. This deck isn’t messing around, and has tons of ways to close a game out quickly.

Thanks Everybody for reading,

Andreas

Aether Revolt Constructed Review: White

PREVIOUS AETHER REVOLT SET REVIEWS

Limited:  White | Blue | Black | Red | Green | Artifacts, Gold and Lands

Alright, welcome to the Aether Revolt Constructed Review!

Let’s take a look at the grading scale. Keep in mind that that the written evaluation of the card is more relevant, as there are many factors that aren’t reflected in a card’s grade. The grading scale is a little different than the one for the Limited format.

GRADING SCALE

(Also known as the “Jace” Scale)

5.0: Multi-format all-star. (Jace, the Mind Sculptor. Tarmogoyf. Snapcaster Mage.)
4.0: Format staple. (Jace, Vryn’s Prodigy. Collected Company. Remand.)
3.5: Good in multiple archetypes and formats, but not a staple. (Jace Beleren. Painful TruthsHissing Quagmire.)
3.0: Archetype staple. (Jace, Architect of Thought. Zulaport Cutthroat. Explosive Vegetation.)
2.5: Role-player in some decks, but not quite a staple. (Jace, Memory Adept. AnticipateTransgress the Mind.)
2.0: Niche card. Sideboard or currently unknown archetype. (Jace, the Living GuildpactNaturalize. Duress.) Bear in mind that many cards fall into this category, although an explanation is obviously important.
1.0: It has seen play once. (One with Nothing.)

Aethergeode Miner

Constructed: 2.5

This isn’t quite there on the rate, but it has some good combo potential alongside Decoction Module, Saheeli Rai, and Aetherstorm Roc. Combine enough of those effects and you get infinite energy, at which point Whirler Virtuoso can go off. This also does protect itself and attack for 3, which is a moderate back-up plan if you need it.

Consulate Crackdown

Constructed: 2.0

Purely a sideboard card, Consulate Crackdown will only show up if decks with 20+ artifacts are appearing in Standard.

Decommission

Constructed: 2.0

Another sideboard option, Decommission is barely above playable even if you assume Revolt is on, so I’m not very excited about this.

Felidar Guardian

Constructed: 3.5

The combo with Saheeli Rai where you make infinite Cats is clearly one that is worth testing for Standard. I’d be surprised if the combo wasn’t good, in either a control or combo shell, and Felidar Guardian as a card isn’t that bad either. It works with various Enter The Battlefield abilities, and has decent stats. You might get sick of this Cat come Standard season.

Sram, Senior Edificer

Constructed: 2.5

Bone Saw is ready! Sram has the ability to go off with 0 drop artifacts, and could see play in a Vehicles deck. You need to either use him as an engine if you are going full out, or draw probably 2 cards off him if you want him as a value play. Both those seem achievable, and Sram is cheap enough to see play.

Sram’s Expertise

Constructed: 3.0

Three tokens and a 3 drop is a good deal for 4 mana, though you do have to supply the 3 drop yourself. All the Expertise cards seem promising, as cheating on mana is traditionally a huge game. This could fuel some gross turns, and dropping a bunch of tokens in a beatdown deck alongside something bigger or a pump spell is dangerous.

Thopter Arrest

Constructed: 2.5

This effect always sees play to some degree, though this being unable to hit planeswalkers or enchantments is a big drop-off from Banishing Light.

Top 3 White Cards

  1. Felidar Guardian
  2. Sram’s Expertise
  3. Sram, Senior Edificer

Besides the potentially broken Felidar Guardian, White didn’t get anything insane. Still, one shot at a format-warping combo is nothing to complain about, even if the rest of the cards are various build-arounds that may not get there.

Deck Guide of the Day: Jeskai Panharmonicon Copy Cat

This deck can be the Splinter Twin 2.0. Mix the Copy Cat combo, which create a 2 card infinite combo, with a shell that draws a lot of cards by blinking permanents and you can have a relly solid deck.

In the deck we have 3 infinite combos:

Saheeli Rai + Felidar Guardian

Panharmonicon + Felidar Guardian + Felidar Guardian

  1. Panharmonicon and Felidar Guardians #1 in play.
  2. Felidar Guardian #2 comes down, blink Guardian #1 and a land.
  3. Net 1 mana and get 2 additional blinks. Repeat process.

Throw in any other creature and you get…

  1. Thraben Inspector or Cloudblazer : Draw the entire deck.
  2. Pilgrim’s Eye : Search out every basic land.
  3. Drowner of Hope : Infinite 1/1 Eldrazi.
  4. Thought-Knot Seer : Deck the opponent if they don’t have an instant speed answer to an X/4 or Panharmonicon. Also allows for an unconditional win when you draw your deck because you can protect Thought-Knot Seer with Eldrazi Displacer.

Thraben InspectorCloudblazerPilgrim's EyeDrowner of HopeThought-Knot Seer

Panharmonicon + Drowner of Hope + Eldrazi Displacer

This is without even trying to find creatures that are good with infinite blinks, all of these you were already jamming in the Panharmonicon deck in the first place. It creates yet another win condition in a deck that didn’t really need more. What’s unique about this take on the strategy is that the Panharmonicon deck was already well situated against aggro, whereas many of the other early iterations of the deck were not. Of course, losing Reflector Mage is a blow, and Vehicles still present a real clock. One of the biggest drawbacks to fitting in the Saheelis is just how useless she is early on, which adds to your clunky mulligans. While Felidar Guardian blocks well, it doesn’t actually trade.

You are also affected by one of the other recent bannings: Smuggler’s Copter was uniquely qualified for this deck because it was a good 2-drop. In case you didn’t notice from the previous format, the 2 drop options for this deck range from situational to complete trash. If you go the Bant or 4 color route then you can jam Servant of the Conduit for mana fixing, but the rest are pretty bad.

This is why I’m willing to try Harnessed Lightning to take out creatures early. Stasis Snare is another option, but that one is yet another 3 drop in a deck full of them. What this comes down to is how much you can afford to sacrifice in your curve, and I’m not willing to make it even worse for a marginally better removal spell. Of course, the fact that Snare stops the combo in the mirror may overwrite that concern and force its inclusion.

Harnessed LightningStasis Snare

Here’s the full list:

Creatures (25):

4 Thraben Inspector
4 Eldrazi Displacer
3 Thought-Knot Seer
4 Felidar Guardian
4 Cloudblazer
3 Drowner of Hope
3 Pilgrim’s Eye

Spells (12):

2 Harnessed Lightning
4 Saheeli Rai
2 Stasis Snare
4 Panharmonicon

Lands (23):

4 Aether Hub
4 Prairie Stream
3 Spirebluff Canal
1 Port Town
2 Spire of Industry
5 Plains
2 Island
1 Mountain
1 Wastes

One option I considered but haven’t explored yet is the use of Ajani Unyielding or Nahiri, the Harbinger to dig and provide some punch. You already clog the ground well, and while Saheeli is a necessary evil, you don’t really have the means to look for your combo consistently. Most of the games you get going with Panharmonicon you’ll win by drawing 6 to 8 extra cards and out-resourcing them, the combo just cleans up quicker. If they can disrupt you, or if you need to find a Panharmonicon or a second combo piece, then these go a long way towards providing some consistent draw power.

Thanks Everybody for reading,

Andreas