Aether Revolt - First Impressions: Uncommon

speakupaskanswer
speakupaskanswer Posts: 306 Mover and Shaker
edited January 2017 in MtGPQ General Discussion
Finally, the uncommons by color.

White
*Aerial Modification: Fine combat trick.
*Aeronaut Admiral: Another pilot that seems fine but nothing too special, depending on your deck.
*Airdrop Aeronauts: A solid creature with little life gain, nothing revolutionary here.
*Restoration Specialist: It gives you two things back, which is neat but it also costs 21 which seems hard to justify.

Colorless
*Consulate Dreadnought: A very vanilla vehicle. Almost all of the others have extra abilities, so you'll have to see if you find a spot for this one.
*Crackdown Construct: A temporary +1/+1 is normally not worth the effort. Of course, this can get bigger sometimes for a moment.
*Treasure Keeper: This is a cool card. 4/4 for 12 is not great card but you get full card out of it.
*Untethered Express: A final vehicle that seems fine like most of the others, though again the effect is not spectactular.

Red
*Enraged Giant: Haste is good, trample often irrelevant, 13 is not great but doable.
*Gremlin Infestation: This can be a great card or a good card, depending on the circumstances. I'm not sure how good but it has potential.
*Hungry Flames: That seems like a fair deal for 9.
*Reckless Racer: This is only a pilot in name and seems fine. The looting ability can be swingy sometimes.

Black
*Gifted Aetherborn: Deathtouch is a weird ability here because it often is irrelevant. A 3/4 lifelink for 13 is not great, though.
*Gonti's Machinations: Definitely an interesting card but I know I will encounter situations where this is destroyed but there is no energy there and it was a completely wasted card. If it works out, I'm fine with this card.
*Ironclad Revolutioner: This seems cool. If only we had any control over which supports are targeted...
*Sly Requisitioner: "Non-token" makes this much weaker than it could have been.

Green:
*Hidden Herbalists: This is always a fine ability and a 4/4 for 10 helps.
*Narnam Renegade: see above about Deathtouch. In most scenarios, this is a 4/5 for 11. Solid but not great.
*Peema Aether-Seer: This is a nice card, although Berserker is an odd ability to gain here. But it might find its spot.

Blue:
*Shielded Aether Thief: That seems very solid. A fine blocker and a good ability.
*Wind-Kin Raiders: Seems totally fine. 7 is a good price for this.

Multicolor
*Maverick Thopterist: Another fine thopter generator.
*Outland Boar: How often will this be unblockable? Not too often, I guess.
*Rogue Refiner: This also seems fine but why would you want that in an energy deck when it only helps you once?

That's it. Overall thoughts: there are many cards I want but also enough that will only be used to master them. Which might then turn out to show their usefulness.

Did I forget something? Discuss!

Comments

  • Mainloop25
    Mainloop25 Posts: 1,961 Chairperson of the Boards
    Pretty weak set of uncommons, I'd say. Out of them, I'd like to try Aerial Modification, Gonti's Machinations, Gremlin Infestation, Hungry Flames, Reckless Racer, and maybe Hidden Herbalists. It's ok though, there are a lot of good mythics and rares to make up for it.
  • madwren
    madwren Posts: 2,260 Chairperson of the Boards
    White
    Aerial Modification: useful, one of many mix and match creature buffs, though most of them aren’t event-worthy
    Aeronaut Admiral: reasonably enough costed that if someone had a vehicle deck, I suppose this would go in it. Most of the good vehicles are already flying, though.
    Airdrop Aeronauts: too small for a minimally-useful effect
    Restoration Specialist: Too expensive for recurring other expensive things. You’d be better off just using card draw to get extra copies of what you’re looking for.

    Colorless
    Consulate Dreadnought: Solid vehicle simply because 5/5 for 10 is on the efficient side for vehicles. That’s good. The bad is that it’s still just a 5/5 for 10. Stuff like this has potential in a zoo rush deck, though, with crew.
    Crackdown Construct: Not worth it. If it was permanent, it’d be intriguing. End of turn, however, dooms it. You’ll be lucky to have an extremely-inefficient 4/4 for 9. Just play another creature.
    Treasure Keeper: Not worth it. You’ve lost tempo by summoning a 4/4 for 12 that then has to die, but is such a non-threat that there’s no need to kill it.
    Untethered Express: Let’s say it loudly: +1/+1 is not exciting. Waste of mana. I mean, Drana has fallen behind the power curve, and Drana gives that to every creature. This is just...bad.

    Red
    Enraged Giant: too expensive for a 4/4, haste or not.
    Gremlin Infestation: Any card that can do damage without your needing to summon a creature is good and potentially very useful.
    Hungry Flames: STOP MAKING CARDS THAT DO TERRIBLE AMOUNTS OF DAMAGE. GIVE US REAL BURN SPELLS. Thanks. Another set, another useless burn spell. Here we are 6 sets in and the only viable burn spell is still Exquisite Firecraft.
    Reckless Racer: Not a big fan of looting abilities on a small body. It’s often a drawback.

    Black
    Gifted Aetherborn: Meh. Nice to see them work so hard on expanding lifelink, though.
    Gonti's Machinations: Much ado about nothing.
    Ironclad Revolutioner: I like it with clues and fabricate. I don’t like it if it kills my Journal, though. Very black.
    Sly Requisitioner: Not sure what sort of viable build would utilize this.

    Green:
    Hidden Herbalists: Decent ability. Elvish Visionary on steroids. With green ramp, this is probably fairly costed, but not sure it’ll make the cut.
    Narnam Renegade: Meh.
    Peema Aether-Seer: Even if I was able to energize things, not sure why I’d want to give my guys Berserker.

    Blue:
    Shielded Aether Thief: I don’t know why I’m spending 10 mana on a 1/6. I could have done so many other controlly things with that 10 mana.
    Wind-Kin Raiders: Solid aggro flyer.

    Multicolor
    Maverick Thopterist: You know, I like this one if you have a thopter build. Well done.
    Outland Boar: Unblockable is occasionally useful, but it’s small.
    Rogue Refiner: One-shot of 2 energy on an overpriced body = useless.