Aether Revolt Set Review - Artifacts
Aether Revolt Set Review - Artifacts
The beginning of 2017 ushers in one of the most powerful and dynamic Magic: The Gathering sets in recent memory. Aether Revolt is filled with fascinating interactions bound to make waves in limited and constructed play. Next up to review are all of the artifact cards.I will be reviewing each card on it's applications in both limited and constructed with a score out of ten. Here are examples of cards that have been scored on each level from Kaladesh:
Limited:
10 - First Pick, Monster Bomb - Angel of Invention, Saheeli's Artistry
9 - Excellent, Cream of the Crop - Aetherstorm Roc, Skyship Stalker
8 - Powerful but Specific Cards - Marionette Master, Cultivator of Blades
7 - Great but Not Worth Switching Colors For - Insidious Will, Architect of the Untamed
6 - Strong Cards on Curve for the Backbone of your Deck -Thriving Rhino, Thriving Grubs
5 - Always Playable Cards to Fill Out - Aether Theorist, Riparian Tiger
4 - Decent Cards that Might Serve a Purpose - Wayward Giant, Sage of Shalia's Claim
3 - Unexciting Picks You Don't Want to Play - Nimble Innovator, Ghirapur Guide
2 - Bad Cards You Want to Avoid - Terror of the Fairgrounds, Curio Vendor
1 - Stone Cold Unplayable - Demolition Stomper, Perpetual Timepiece.
Constructed:
10 - Multi-Format Staple, Instant Classic - Smuggler's Copter
9 - Extremely Powerful, Create Standard Archetype - Aetherworks Marvel
8 - Will See Play in Multiple Decks and Archetypes - Harnessed Lightning
7 - Strong Roleplayer in Certain Decks - Nissa, Vital Force
6 - Decent Chance to See Play - Noxious Gearhulk
5 - Might See Play, Likely Sideboard - Cloudblazer
4 - Probably Not But Just Might Squeak In - Filigree Familiar
3 - Almost Certainly Not Going to Make It - Aethersquall Ancient
2 - Never - Ghirapur Orrery
1 - So Bad That People Will Challenge Themselves to Make a Deck Where it Works - Madcap Experiment
Click here for other Aether Revolt Reviews: Black, Red, White, Green, Blue, Multicolored
So let's get on with it. Here's the limited and constructed review of every artifact card in Aether Revolt. Enjoy!
Aegis Automaton
Aegis Automaton is the first of a five artifact cycle of cheap, bad artifact creatures at common. As you can see, Aegis Automaton is both cheap and quite bad. The reason that it's so bad is that it needs to be used in conjunction with other cards to enable synergies. So unless your high-powered synergy cards absolutely demand it, do not play Aegis Automaton. It's really, really bad. So Bad.
Limited: 2.0
Constructed: 2.0
Aethersphere Harvester
For a vehicle that crews for only 1, Aethersphere Harvester is fantastic. The random energy ability doesn't really work well in an energy-dedicated deck but it doesn't have to when it's a three power flyer that attacks on turn four and blocks Copters for days on turn three. Getting lifelink off of random combat situations is a fine upside. While I don't think this is better than Smuggler's Copter, I do believe that some players will enjoy playing this flyer in the same deck. In limited, this card is obviously a huge beater and should be played every single time.
Limited: 9.0
Constructed: 7.0
Augmenting Automaton
Out of the bad but cheap automaton cycle, I think I like this one the most. It's only one mana early on, it can threaten to get bigger for the rest of the game, if only by a little, and it's a great target for any of those artifact matters spells that you must be playing if this is in your deck. Don't play this without artifact matters cards. Don't do it.
Limited: 3.0
Constructed: 2.0
Barricade Breaker
You're going to hear me say this a lot: 'This card is good with a lot of artifacts but bad otherwise.' If you can cast this for five mana rather than seven, it becomes much, much better. The fact that this card attacks each turn if able is big downside, making it all the more essential that it hits the battlefield earlier. If you want to look at it analytically, this card is going to do one of three things: it's going trade with a creature or pair of creatures; it's going to eat a removal spell; or it's going to take away a third of your opponent's lifetotal. If you find it acceptable that your opponent will get to choose which of these outcomes they prefer, then by all means, put this in your deck. I would pick this up about pick 6-8 in a draft if I knew that I'm going to go deep into artifacts.
Limited: 5.0
Constructed: 2.0
Cogwork Assembler
Here's a prime example of a card that the artifacts matter deck needs to pick up early. Cogwork Assembler is a reasonably costed 2/3 with an expensive and powerful ability to sink mana into late game. This three drop will shine in all artifact decks and could still make the cut in other decks as it's simply well-costed for this format.
Limited: 6.0
Constructed: 2.0
Consulate Dreadnought
What a strange card! That mana cost! That enormous butt! That unreasonable Crew cost! I've seen some cute shenanigans being thrown around with Lupine Prototype, Chief of the Foundry, and even the red enchantment that powers up a vehicle and gives it +3/+0 and first strike. Whatever happens, I'm glad that the Dreadnought exists so that we can all try and break it. And in a format that has Fatal Push and so much artifact hate, I don't see this getting out of control. For limited, Consulate Dreadnought is actually a great card for artifact decks because it is a one mana Improvise enabler that isn't dead in the late game.
Limited: 6.0 (with Improvise), 4.0 (without Improvise)
Constructed: 5.0
Consulate Turret
Despite the fact that there is an artifact theme in this set, I just can't see myself justifying wasting one of my limited deck slots on this trash. Even if I wanted to get all of the energy, I still don't think that this could possibly make it. Yeah, no this is bad, don't play this.
Limited: 1.0
Constructed: 2.0
Crackdown Construct
This is actually a fairly interesting and powerful creature for the artifact deck. Due to the high volume of activated abilities on creatures and artifacts, Crackdown Construct will likely be a 3/3 for most of the time that he's alive. Crewing a vehicle counts as an activation. Once you get enough of a board presence, it's easy to see this guy becoming a 5/5 or 6/6. Since artifacts are at a premium with all of the new abilities, Crackdown Construct will be an adequate curve filler for the artifact deck.
Limited: 5.0
Constructed: 2.0
Daredevil Dragster
As a three mana vehicle, Daredevil Dragster seems like an excellent choice, attacking (or blocking) for 4 damage twice in a row before popping and giving you some free cards. I like how the Dragster explodes into new cards after it's been used twice both from a gameplay and flavor standpoint. You won't see too many of these as it's an uncommon but I do recommend picking this up early for any deck that plans on attacking in order to win.
Limited: 6.0
Constructed: 2.0
Filigree Crawler
Even though this creature dies and gives you a 1/1 Thopter, I'm still not a huge fan of tapping four mana for a 2/2 without an immediate effect. Basically, you're always chumping with this thing and then you get your value with a Thopter. If you're in the artifact deck, this insect should serve you just fine but it's certainly not my preferred four drop in any deck.
Limited: 4.0
Constructed: 2.0
Foundry Assembler
With two cheap artifacts tapping, the absolute earliest that this 3/3 can hit the battlefield is on turn three and having to work that hard for a 3/3 just doesn't seem worth it. Foundry Assembler still rests as solid choice for the Artifact deck, generally taking on the role of Hill Giant. The best part about this card is that late in the game, it can potentially be a free 3 drop.
Limited: 5.0
Constructed: 2.0
Gonti's Aether Heart
Wizards I get it, you're afraid of printing the words 'take an extra turn' on anything but please stop wasting mythic slots on such terrible cards. Even if this artifact said, 'Tap: Take an extra turn after this one', it still would be stretch to be make it into standard. But having it cost a whopping eight energy to take an extra turn and then having it exile itself so you can't even use it again is fairly ridiculous. Energy dedicated decks will probably be able to reach eight energy fairly easily but nonetheless, this card is WAY too expensive to ever see play for the extra turn ability. Now, if a deck found a way to abuse the artifact ETB trigger for energy, that may be another story as that is a strong ability. At six mana, it comes down far too late to have any lasting impact. Don't play this in limited either.
Limited: 1.0
Constructed: 1.0 (Good luck deckbuilders)
Heart of Kiran
Time to break down this mythic rare piece by piece. To begin, this vehicle costs two mana and has a crew cost of three meaning that it needs to be crewed by either your one drop (Toolcraft Exemplar) or your three drop to be immediately effective. Furthermore, it has the unique ability to be piloted by a planeswalker loyalty counter. This ability is actually far stronger than it initially appears because you can use Heart of Kiran to defend whatever Planeswalker that you've placed down. I can easily see this in a deck with either Chandra or Tezzeret. Now, for the body. Heart of Kiran is a 4/4 with flying and vigilance, making it capable of attacking and blocking every turn. Overall, this is a very impressive package. Not only is it capable of defending or attacking every turn, it is also extremely cheap to put on the battlefield and can be crewed by either a 3 power creature or planeswalker. This will absolutely see widespread constructed play and deserves it's mythic status.
Limited: 8.0
Constructed: 9.0
Hope of Ghirapur
I like the Hope of Ghirapur in any limited artifact deck since it is a relevant creature that can help power out other improvise spells. The ability seems pretty niche and you won't want to pop this little guy unless you know you're going to prevent something from happening. It seems a little more reasonable in constructed honestly, providing some decks a one-turn answer to targeted sideboard hate like Rest in Peace or Stony Silence. If you're running the artifact deck in limited, then you'll want the Hope of Ghirapur. If not, you probably don't want to play a 1/1 flyer for one mana.
Limited: 4.0
Constructed: 5.0
Implement Cycle
I'm not going to individually rate the implement cycle as they essentially accomplish the same objective. They are all cheap artifacts that draw a card for a cheap, colored mana cost. The red one deals 1 damage to target player, the blue one draws an additional card but costs three mana to cast, the green one puts a +1/+1 counter on a creature, the white one gains two life, and the black one forces your opponent to discard a card and costs two to cast. These are all terrible. However, they not only help the artifact decks but also trigger Revolt. So, if you want a guaranteed way to trigger Revolt, here's five, fairly terrible ways to do so.
Limited: 3.0
Constructed: 2.0
Inspiring Statuary
This is a great card for casual formats like EDH or other things like that. For everyone else, don't play this card in limited or constructed. If someone does manage to figure out an appropriate number of cards that can combine and make this playable, then by all means, go for it. However, right now, it's unplayable everywhere. But it does cost three which makes it a good target for Trophy Mage. Maybe there is a way to figure out the mana cost. Perhaps, ornithopters, Hopes of ghirapur, and other 1-2 mana artifact creatures, four Inspiring Statuary and four Trophy Mages and then 4 Aetherwind Baskers. Alright, i'll give the card a certain fun factor, but regardless, right now, it's stone cold unplayable.
Limited: 1.0
Constructed: 1.0 (Maybe with Trophy Mage?)
Irontread Crusher
For a common, this is a fat and relatively easy to crew vehicle. Anything that's crew 3 or lower, I'm pretty confident that I'll be able to consistently turn it on. And with this thing attacking on turn five as 6/6 is pretty impressive. This can find a place in both the artifact deck or any deck that values good old fashioned fat creatures. I would certainly only play one of these but I would actually want to do so.
Limited: 6.0
Constructed: 2.0
Lifecrafter's Bestiary
Also known as the Kaladesh Pokedex, the Lifecrafter's Bestiary is steady source of card advantage in any green deck. Obviously, it's a far better card when cast on turn three so you can take advantage of the drawing bonuses. Since it does absolutely nothing when cast on turn ten, don't expect this to bring you back from the brink of a loss. This is probably too slow to make it in any other constructed format other than EDH.
Limited: 5.0
Constructed: 2.0
Merchant's Dockhand
At first, the ability on this rare, one-mana 1/2 seems completely over priced. However, considering that the deck that this little guy will be going in will be the same one as Heart of Kiran and Tezzeret the Schemer, you have to admit that it sort of makes sense. At first, it will help you power out your Improvise cards. Then, later in the game, it will give you card advantage and selection at the end of your opponent's turns. You'll certainly need Improvise cards in order to make this card worth it, though. In limited, this'll be a fine card in the artifact decks but that's it.
Limited: 5.0
Constructed: 4.0
Metallic Mimic
A brand new tool for all tribal decks has just emerged with Metallic Mimic. At only two mana, the advantages that this guy provides to a deck with all of the same type of creatures is astronomical, primarily because the +1/+1 counters don't go away when the Mimic dies. Not to mention that there is a disgusting combo with this card and Animation Module if you name Servo as the chosen type. Check it out. Regardless, Metallic Mimic is great in both limited and constructed. In limited, it's already priced well at two mana for a 2/1 but also provides incremental value for the rest of the game as long as you have a few of the same creature type.
Limited: 7.0
Constructed: 5.0
Mobile Garrison
A vehicle that's only a 3/4 on the ground doesn't seem that good but mobile garrison makes up for this deficiency by allowing whatever crewed it to untap. This nullifies the big negative of vehicles which is that you have to choose what can engage in combat. Now you have an attacker (Mobile Garrison) and you still have a blocker. Either way, it's not a powerful card but can be a reliable role player in any artifact deck.
Limited: 5.0
Constructed: 2.0
Night Market Guard
Wow is it strange to have a 3/1 that can block an additional creature in combat. I mean, Night Market Guard is a three mana, three power creature that can pilot vehicles like a champion and help fuel Improvise. But blocking two creatures? Why? At the very least he'll be able to stop two Servos from getting through.
Limited: 5.0
Constructed: 2.0
Ornithopter
Ah, the ultimate artifact classic. Reprinted a dozen times, Ornithopter returns to Magic with stunning new artwork and a brand new mechanic to invigorate with Improvise. You've got to love the classics and Ornithopter will fit into any limited deck that's interested in pumping out artifacts. Inevitably, Ornithopter makes it into some fringe Standard deck that lasts all of two weeks and I don't expect that tradition to change here. In fact, I'm eagerly awaiting the moment where I sit down at a table and somebody casts a pair of Ornithopters on turn one.
Limited: 5.0
Constructed: 5.0
Pacification Array
Wow, this card is pushed. Icy Manipulator has long been an aggravating card in limited environments, constantly locking you best creature down from attacking. With Pacification Array, you get a much, much cheaper version that costs one more mana to activate. And that's one hundred percent fine because this card is still a premium removal spell that helps fuel Improvise and can hit artifacts or creatures. You'll definitely want to pick up an early copy of this in a draft, particularly if you're going to be going down the artifact route.
Limited: 7.0
Constructed: 3.0
Paradox Engine
Undoubtedly, this is a spicy artifact capable of dirty and disgusting things. Paradox Engine has combo written all over it and just imagining all the possibilities is a recipe for a time. Like casting Hidden Herbalists with two mana dorks then untapping them to gain two mana. You've got to give it to the designers of Aether Revolt, this set is filled to the brim with powerful effects, crazy combos, and unhinged possibilities. Now, in limited, this doesn't work just because you can't really build around it but that comes with the territory. In Standard, it may make an appearance and it may become totally irrelevant. Only time will tell.
Limited: 2.0
Constructed: 4.0
Peacewalker Colossus
Revving up any vehicle for two mana is a devastating ability, particularly in Aether Revolt. Peacewalker Colossus is a splendid card in limited that will point you in a direction in draft and help you choose a build in sealed. As for constructed, Peacewalker Colossus fires up the one mana 7/11 Consulate Dreadnought on turn 4 which feels as though it can and should be abused. I'm confident that Peacewalker will find a home in Standard among all of these powerful vehicles.
Limited: 8.0
Constructed: 6.0
Planar Bridge
As someone who follows the lore of Magic: The Gathering, this card excites the hell out of me from a story perspective. What plane is Tezzeret bridging Kaladesh with? There are two obvious choices. One is Amonkhet, where Nicol Bolas makes his home and where we know that the story leads us next. But the vastly more interesting prospect is, of course, New Phyrexia. After all, the last place that we saw Tezzeret was on New Phryexia, working with the Praetors and plotting to become their leader. What better way to show his devotion than by helping them 'complete' another plane? Just imagine, Phyrexian vehicles! And the flavor text hints that his 'real work' has just begun. What does it all mean! I don't know and I'm excited to find out. Anyway, the card is a total flavor homerun and ridiculously fun in EDH but shouldn't be played in limited or regular constructed.
Limited: 2.0
Constructed: 1.0 (Excluding EDH)
Prizefighter Construct
Great art. Bad card. Don't play this. The end.
Limited: 1.0
Constructed: 2.0
Renegade Map
A basic mana fixer that does exactly what it says. By spending one mana and waiting one turn, you may draw a basic land card of any type. If you're splashing a third color and you want to help out your odds, this is the cheapest way to do it. If you're not, then you probably don't want to play this unless your desperate for another artifact card. This effect is cheap enough that it might see standard play as well. But probably not.
Limited: 4.0
Constructed: 3.0
Resevoir Walker
This construct really, really wants to get blinked by some effect. If you can't blink it, Resevoir Walker is a below average card that I would avoid unless I was desperate for either an artifact or an energy generator. Five mana for a 3/3 is simply too much in this format unless you can get more value out of his ETB abilities.
Limited: 3.0
Constructed: 2.0
Scrap Trawler
Now here we go! Scrap Trawler is the real deal in an artifact based deck in either limited or constructed giving you card advantage for as long as he stays alive and then even when he dies. Sure, you have to have some artifacts in your graveyard, but in a set with Smuggler's copter, that really shouldn't be that hard. I'm definitely a big fan of this card and completely believe that it will see standard play. In limited, it's even better as long as you crafted an artifact deck, providing a card advantage edge that's impossible to ignore.
Limited: 8.0
Constructed: 7.0
Servo Schematic
Creating two, eventually three, artifacts with one card is powerful stuff for two mana in a format that uses artifacts to power out much larger cards. Having some way to sacrifice Servo Schematic, or turn it into a 5/5 if your lucky, is important to the overall power level of this card. Regardless, in limited, if you're able to use any sort of Improvise cards, then you'll be please with how Servo Schematic plays.
Limited: 6.0
Constructed: 2.0
Treasure Keeper
Bloodbraid Elf, is that you? Essentially, yes it is, without the haste and any mana requirements. Treasure Keeper seems to be pushed in all the right ways. First off, it's a hill giant for artifacts which is a rate that is hard to find in this set so that big. Then, when it dies, you get your real value and get to play a spell for free. What is with all the free spells in Aether Revolt? In limited, this is exactly the type of card you want in your artifact deck and is so good that I'd basically put it into any limited deck that I run. As for constructed, this will absolutely see play somewhere. After all, Bloodbraid Elf was banned in Modern.
Limited: 7.0
Constructed: 7.0
Universal Solvent
If it's a 'universal' solvent, why isn't it melting that funnel she's dripping the liquid into? That's what we call nitpicking, ladies and gentlemen. Otherwise, this card is actually great in the artifact decks. It provides you with an early artifact that serves as a late game piece of removal. Hell, in sealed, I'm probably playing one of these even if I'm not an artifact deck. It's a little too expensive to activate to be considered premium but that is why allowing it to come down early and fuel Improvise is so great. A high pick for any artifact deck.
Limited: 6.0
Constructed: 2.0
Untethered Express
RHINO TRAIN! It's literally a rhinoceros train that's gone off the rails. I absolutely love the flavor on display here. The card itself is great in limited and a bit too expensive for constructed. Attacking with a 5/5 trampler on turn five really feels good in limited though and this is the kind of vehicle that can literally make it in any type of deck.
Limited: 6.0
Constructed: 2.0
Verdant Automaton
These are so bad. Oh man. Well if you need to play an artifact and have access to green man you can make this a 4/5 for the low, low cost of twelve mana. Just makes me sick a little bit in my mouth. There are obviously terrible and the only reason ever to play them is to enable Improvise.
Limited: 2.0
Constructed. 2.0
Walking Ballista
Hey it's an updated Triskelion! It's important to note that Triskelion variants always play much better than they look, especially in a set where you can get +1/+1 counters from a variety of sources, not just itself. While this guy will do just fine in the artifact deck, you absolutely want to play this guy in the green counters deck. Being able to fling any counters that this guy receives at creatures at any time makes combat a complete nightmare for your opponent. This card is a narrow bomb in limited but a bomb nonetheless. I don't think that he'll make it into standard outside of a combo deck though.
Limited: 8.0
Constructed: 3.0
Watchful Automaton
This is the second to last one of this heinous cycle that I have to review, praise the gods. This is a three mana 2/2 that has a very minor and overcosted ability that you isn't a late game mana sink. Despite a decent body to cost ration, for the purposes of the artifact deck in limited, I actually think this one is probably one of the worst of the bunch and that's really saying something. If you have to play, you have to but please find something else to play. I'm begging you.
Limited: 2.0
Constructed: 2.0
Welder Automaton
While this is the best of the Automaton cycle, that's like saying it's the cheapest lawyer. A basic two mana 2/1 is all that you should see on this card. Ignore the rest of the text and it doesn't matter if you have access to red mana or not. The only reason you'll be playing this card, unless something went horribly wrong in deckbuilding, is if you need an artifact for synergy. Welder Automaton accomplishes that without too much strain by simply existing.
Limited: 4.0
Constructed: 2.0
Best Artifact Cards for Limited: Aethersphere Harvester, Peacewalker Colossus, and Heart of Kiran
Best Artifact cards for Constructed: Heart of Kiran, Aethersphere Harvester, and Treasure Keeper.
Thanks for reading and I hope you enjoyed!
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