Aether Revolt Set Review - Blue

Aether Revolt Set Review - Blue

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 on our list to review are all of the blue 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
- 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
- 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 ReviewsBlackRedWhite, Green, Multi, Artifacts

So let's get on with it. Here's the limited and constructed review of every blue card in Aether Revolt. Enjoy!

Aether Swooper


The return of Storm Crow! As we all know, Storm Crow is the most overpowered card ever to be printed by WotC so it's no surprise that Aether Swooper is the best card, hands down in Aether Revolt... Okay, okay, Aether Swooper is fine. Unfortunately, creating a 1/1 for two energy isn't quite the best thing you could be doing with either your mana or your energy. The one plus side is that as long as you have a sustainable source of energy, you should be able to get quite a few triggers off of Aether Swooper before their's a way to deal with it. While I'm not overwhelmingly interested in playing this card, it does produces energy and that can get you some incremental value.

Limited: 5.0

Constructed: 2.0


Aethertide Whale


Aethertide Whale is a resilient finisher for both limited and constructed. In limited, the whale creates a ton of energy immediately and allows you to bounce it to evade any removal. Honestly, as long as you hold on to the energy that the whale produces, it will simply win you the game, seeing as opponents have few ways to deal with it. They know that they will have to alpha strike soon after the whale drops, even if they're making a bad attack, because given time, the whale will win. For constructed, I believe that this could make it when facing off against the ground pounding, removal heavy aggressive decks. I realize that Torrential Gearhulk is in the format but Gearhulk needs counterspell backup whereas Aethertide Whale does not. It's a long, skywhaler's shot but I'm willing to risk it.

Limited: 9.0

Constructed: 6.0

Baral, Chief of Compliance


The last of the cheap legendary creatures comes in the form of Baral, Chief of Compliance. A control player's wet dream, Baral not only rewards you for casting counter spells but also makes those same counter spells cheaper to cast. With a 1/3 body capable of blocking most early blockers, there's nothing that doesn't cater to the players who love control and Baral will certainly see constructed play. As for limited, he's actually not really that good, coming down as an early wall and occasionally making your spells cheaper to cast.  You'll basically never trigger the second ability but that's to be expected in limited. Baral was designed with constructed in mind and will play like that in limited.

Limited: 3.0

Constructed: 7.0


Baral's Expertise


If you were ever wondering what an "unbeatable" card looks like in limited, here you go. If you ever lose after casting Baral's Expertise in draft or sealed, I want you to find the nearest woodchipper and toss your Magic the Gathering collection directly into it. Deal? You gain so much tempo and your opponents lose so much time and investment that this should never not just win you the game. As for constructed, Baral's Expertise seems just on the cusp of playability. I can absolutely see this as a sideboard card for control against aggressive or midrange strategies.  It's also important to note that you can bounce an Emrakul, if you somehow still have this in your hand after the Mind Slaver effect. Regardless, I'm not sure since, at five mana, you can just wrath the board.

Limited: 10.0

Constructed: 4.0


Bastion Inventor


Alright, I'm in for a 4/4 hexproof that can get cheaper as the game goes on. You definitely want to be a part of the artifact archetype in some way before you play this card. Six mana for the current stats is simply too much for a playable card. Provided you're able to make this guy cheaper, I think that he's a fine choice for limited. Something in the back of mind is ringing when I look at this card for constructed. With the ability to get cheaper, through artifacts, like equipment, and the keyword hexproof, Bastion Inventor might see some constructed play in some sort of battle cruiser deck.

Limited: 5.0

Constructed: 5.0




Disallow


Ladies and gentlemen, let me introduce you to the new counterspell that will be played throughout Standard until rotation: Disallow! It slices, it dices, it counters anything and everything. You want to cast that Ishkanah? Nope. Trying to activate that Aetherworks Marvel? Not going to happen. It probably won't get out of Standard play which is the only reason that it's not a straight 10.0 but regardless, you'll see it everywhere in Standard. Seriously, you will learn to hate the beautiful art on this card because you're going to see it so much. In limited, it's okay to bring it out of your sideboard against big threats but you'll usually want to keep it out of your main deck.

Limited: 3.0

Constructed: 9.0



Dispersal Technician


Returning an artifact to an opponent's hand seems like a strong play in Aether Revolt limited but it'll never be quite as strong as returning a creature to their owner's hand. With that being said, if you don't have a lot of great ways to interact with vehicles or other troublesome artifacts, then dispersal technician offers a solution stapled to a 3/2 body. I feel as though playing one of these guys in your main deck is not only something to consider but also preferable than playing no other artifact interaction.

Limited: 5.0

Constructed: 2.0





Efficient Construction


Let's break down this card piece by piece for limited. First of all, it costs four mana and in order to justify four mana, you'll need to trigger this ability three times, creating 3 power in the air. In order to do this, you'll need to draw three artifact spells after turn four that you can cast for value. which makes you want at least 7-8 artifacts in your main deck for limited if you plan on drawing around half of your deck before winning. So, with all of that tabulated, is this a card worth building around. The answer is yes, if you get in the archetype early enough. If you first pick a great artifact and then get passed this, it's worth moving in and start drafting all the artifacts in the set. The payoff is worth the cost, especially if you get more artifacts matter cards later.

Limited: 7.0 (with enough artifacts), 3.0 Otherwise

Constructed: 2.0


Hinterland Drake


A great value common for the set, despite the fact that you won't be blocking Thopters. It's still a Wind Drake that survives a Shock. You'll want as many copies of this card as you can get in the U/W flyers deck but probably only one or two in any control variant.  Despite and because of Hinterland Drakes higher toughness, you want to be consistently attacking with this drake. It's a paradoxically aggressive card because of how it can attack through a 2/2 flyer and multiple Thopters. Either way, it's should be a relatively high pick for your deck.

Limited: 6.0

Constructed: 2.0





Ice Over


Usually, I'm not a terribly huge fan of these types of cards when they don't tap the creature/artifact for me. However, in a set with an ability called Improvise that will be tapping down artifacts and artifact creatures for mana, I believe that a higher premium can be put on this sort of effect. Still, this isn't the best removal in the set and I'd be more than happy only playing one or two of these in my limited decks. But if you need removal, this will serve.

Limited: 6.0

Constructed: 2.0






Illusionist's Stratagem


Do you feel that synergy? Oooooo, it's in the air with this card. At instant speed, you trigger two of your creature's 'enter the battlefield' abilities (including revolt) and you draw a card. Oh yeah, I like it, I like it a lot. Not to mention this can randomly blank an opponents removal spell? I'm onboard for Illusionist's Stratagem all the way. I only ever want one of these effects for my deck and my deck must have at least six relevant abilities to blink but if all of these conditions are met, then this becomes a fantastic card in my deck.

Limited: 7.0 (with synergy), Otherwise 4.0 

Constructed: 2.0





Leave in the Dust


Basically, this is Into the Roil that you must pay the kicker for. Fortunately, that was never really a bad option and this card is completely playable, especially in any sort of tempo. Returning an opponent's oversized vehicle or monster to their hand while drawing a card slows their game plan way down. Just make sure not to hit something with an ETB effect on it. I would value this card a little below actual removal but a little above an on-curve creature.

Limited: 6.0

Constructed: 2.0






Mechanized Production


It seems to me that Mythics are just getting stranger and stranger the longer I play Magic and Mechanized Production is no different.  It's hilarious and, frankly, overwhelming to contemplate the various uses of this card. On one hand, you can attach it to the best artifact or vehicle that you have and just continuously pump out threats. On the other hand, you can just attach it to a Servo token and utilize every Servo token generator that you can get your hands on and win by simply having eight Servos. In limited, the effect is extremely powerful especially if you're able to get your hands on some impressive artifacts. In constructed, I think that the clause that lets you win the game with eight copies will be utilized in some fashion to great effect. Either way, this is a wonderful card that's worth the time to figure out exactly how powerful it is.

Limited: 8.0

Constructed: 7.0


Metallic Rebuke


Ugh, there's probably some control player out their creaming their pants over this. In limited, you really want to be a control shell in order to even consider this. If your game plan doesn't include making the game go as long as possible then just leave this out of your draft and sealed pools. As for constructed, Metallic Rebuke will definitely see play, particularly in any format where it will be a Mana Leak for one mana. You will be seeing this Modern and, in all likelihood, Standard. Hopefully, I'm wildly overestimating this card's reach in constructed. As a quick note, this is one of the cards that flavorfully foreshadows the emergence of Phyrexia on Kaladesh. The machine that it's referring to is absolutely the Planar Bridge and the last time we saw Tezzeret, he was on New Phyrexia.

Limited: 3.0

Constructed: 8.0

Negate


Whereas I'm not a fan of Metallic Rebuke, I do love me a Negate. It's been proven to be fairly costed and unoppressive and will certainly be in most sideboards in Standard where the mana can support it. In limited, it's a strictly sideboard card but will sometimes come in to battle a particularly powerful effect.
One of the other reasons that I love negate is that it provides a fair answer to most control decks and, in this particular meta, Aetherworks Marvel.

Limited: 3.0

Constructed: 8.0






Quicksmith Spy


So much card draw! As long as you have an artifact on the battlefield, Quicksmith Spy becomes a must-kill target for any opponent that doesn't want to be buried under your card advantage. Drawing two cards a turn is back breaking over the course of the game and you will quickly gain advantage over your opponents. This is a first pick card in draft and an auto-include in sealed and it even dodges Shock.

Limited: 8.0

Constructed: 2.0







Reverse Engineer


Harmonize has long been an incredible card to cast and it's no different now. Assuming that you have at least one artifact to tap, it becomes Harmonize which is just fantastic in limited. If you have a chance, make sure to play at least one of these in every single limited deck that can support it. They do get worse in multiples but not by too much. I would say play two copies and leave it at that if you're lucky enough to get two. In constructed, it could be a draw three spell for two mana and, therefore, I wouldn't be surprised to see one or two played in Modern or Standard.

Limited: 7.0

Constructed: 5.0




Salvage Scuttler


Boy does this need a lot of help to be good. I think that there must be a dirty combo of returning puzzleknots or something that made this guy an uncommon. Either way, if you happen to find the very specific synergy that this guy requires, then congratulations. For everyone else, avoid this guy at all costs because he's going to be terrible for you.

Limited: 2.0 (I'm positive there's some combo that's sick though)

Constructed: 2.0







Shielded Aether Thief


Is it just me or is this guy really, really good? I'm mean I'll take removal over him but if I'm in blue then chances are that Shielded Aether Thief is doing what I want. Blue green energy deck? This guy draws cards and creates energy. Blue black control? This guy stalls and provides card advantage. Blue white flyers? He stalls the ground while you're flying over them. I simply don't see a downside and I want him in every single one of blue decks in limited.

Limited: 7.0

Constructed: 2.0






Shipwreck Moray


The two things that this fish does is create four energy and block everything on the ground. Occasionally, you can spend some energy to let him attack or block aggressively but otherwise, he's just there to create some energy and stop you from dying. Therefore, you'll need some pretty great ways to utilize energy in order to make this guy worth it, especially for four mana.

Limited: 4.0

Constructed: 2.0







Skyship Plunderer


Wait, what? I was expecting to read a long block of text to uncover some disability to make up for the fact that this is a two power, two mana flying creature. Instead, I find that every time this guy hits a player, you can put another +1/+1 counter on a creature that you control that already has a +1/+1 counter. Damn, son! This guy is fantastic and you should play every single copy you get. Even if you have no synergy what so ever with the whole counters thing, it doesn't matter. He's still dealing two damage in the air for two mana. Pick this very highly in draft.

Limited: 7.0

Constructed: 3.0




Take into Custody


The art on this card seems just a bit off. Like the angles and dimensions are slightly askew and its bothering me.  Anyway, as a one mana instant spell, Take into Custody is perfectly playable if you don't have any other type of removal. It locks down their biggest threat for two attack phases when you deploy it correctly, either giving you an opening to attack or providing a window of breathing room. Just make sure that you want to spend a card slot on an effect that only temporarily disables a threat.

Limited: 4.0

Constructed: 2.0





Trophy Mage


Obviously, this card entirely depends on the quality of the artifacts that you have in your deck. If you have an incredible 3-drop artifact and you'd love to play a second copy then trophy mage is your answer.  In limited, the effect of searching for a specific card when it is attached to another body, is very strong and shouldn't be taken lightly. Just make sure that you have something worth getting. As for constructed, Trophy Mage mirrors the classic Trinket Mage except it searches for a higher mana cost artifact. This is both a blessing and a curse. While you will be able to go searching for any of the swords in Modern, you probably won't be able to play it in the same turn. In Standard, there's a chance that a 3-drop artifact is so powerful (Peacewalker Colossus, Aethersphere Harvester) that you want more than 4 copies of it in your deck. In which case, you now have Trophy Mage.

Limited: 5.0 (with a target), Otherwise 2.0

Constructed: 5.0

Whir of Invention


So, this is Chord of Calling for Artifacts huh? Well, I'm not as impressed as I'd hoped I'd be for one reason. You can tap artifacts for blue mana like you can for green mana on Chord of Calling. That means that no matter what, you'll need to tap three blue mana which can be difficult for constructed. Regardless, it will probably see play as a one-of in certain decks to ensure that they see certain cards during the course of a game. There's also the remote possibility that an entire deck is created around the idea of searching for exactly the right artifact for the each situation like the Chord of Calling deck did back in the day. Hmm, I don't know... but I'm sure glad that a card like this exists so that we can mess around with it until we figure it out.

Limited: 1.0

Constructed: 5.0


Wind-Kin Raiders


With just a handful of artifacts to bring down Wind-Kin Raider's casting cost by one, this card is downright great. A four power flyer will always be good and that's all there is to it. It's overcosted by one so having artifacts will help make this a smoother draw. There's really nothing else to say. This card is great and even better with a smattering of artifacts

Limited: 6.0

Constructed: 2.0








Best Blue Cards for Limited: Baral's Expertise, Aethertide Whale, and Quicksmith Spy.

Best Blue Cards for Constructed: Disallow, Baral, Chief of Compliance, and Metallic Rebuke.



Click here for other Aether Revolt Reviews: BlackRedWhiteGreen, Multicolored, Artifacts

Thanks for reading and I hope you enjoyed!

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