Aether Revolt Set Review - Red
Aether Revolt Set Review - Red
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 red cards and there are some great ones!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: Blue, Black, White, Green, Multi, Artifacts
So let's get on with it. Here's the limited and constructed review of every red card in Aether Revolt. Enjoy!
Aether Chaser
An important and excellent red two-drop kicks off the Aether Revolt red cards set review in the form of Aether Chaser. The most important part of this card is the keyword 'First strike' allowing you to attack through almost every other two drop in the set and take advantage of the second ability. Since this guy attacks so well on turn three, the second ability becomes much more appealing basically guaranteeing another 1/1 body. Great card, pick it highly if you are in red.
Limited: 6.0
Constructed: 2.0
Chandra's Revolution
Sorcery speed removal isn't my favorite thing in the world but I'll make an exception for Chandra's Revolution. A hugely aggressive four-drop that not only kills their biggest creature on curve but taps down a mana, forcing them to lose tempo. This card is great and fairly pushed for a common. Despite the fact that I don't like sorcery speed removal because it usually means that I'm taking a turn off from actually playing spells, Chandra's Revolution impresses since it helps alleviate that problem by tapping your opponents lands. Great stuff.
Limited: 6.0
Constructed: 2.0
Destructive Tampering
Destroy target artifact will likely be a relevant ability in Aether Revolt limited but I would still be hesitant to put a card like that in my deck, particularly at sorcery speed. How do you silence my trepidation? You add another powerful but limited ability to the card that you'd like to have in your deck but would be reluctant to spend a full card on. By combining the occasionally game-winning 'Falter' ability to an artifact destruction card, the card gives you enough options to earn a place in you limited main deck. Pick it up late but don't be afraid to jam it in your initial 40.
Limited: 5.0
Constructed: 2.0
Embraal Gear-Smasher
A 2/3 for three is always a decent card and could find a way into your deck if your short on more playable curve fillers. Usually, 2/3's for three with abilities are pretty solid but Embraal Gear-Smasher sort of just feels bad. Occasionally, you may be able to turn an opponent's removal spell into a shock to their face but that seems short sighted. I think the only way this becomes more than mediocre is if you have deck designed around pumping out Servos and nothing else to do with them. Even then though, I don't think I'll ever be pleased playing this card.
Limited: 4.0
Constructed: 2.0
Enraged Giant
I like this guy quite a lot actually. It will be fairly easy to at least get one Improvise target before this guy hits the ground. Speaking of which, Improvise is literally Convoke for artifacts, meaning that you can use any artifacts to tap and make Enraged Giant one mana cheaper. So, with that out of the way, having an essentially four to five mana 4/4 trampling, hasty giant is a great deal and should be picked highly even if your not huge into artifacts. If you are, then this should be an obvious inclusion.
Limited: 7.0
Constructed: 3.0
Freejam Regent
The obligatory dragon of the set is Freejam Regent and he is, unsurprisingly, great in limited. An easy first pick if you're in the colors as this guy can take games out of nowhere, swinging for 8-10 damage the turn after he comes into play. And since he could be coming in as early as turn 4 or 5, this guy is a high priority. This simply is a rare you don't pass unless there's a more powerful, foil rare in the pack. As for constructed, I don't think this guy will make it, but it is a large, evasive body that can be put into play early. If he had haste, I would say that he definitely make it but giving an opponent a turn to deal with him for no value is tough in Standard.
Limited: 9.0
Constructed: 4.0
Frontline Rebel
Attacking each turn is a serious downside, particularly if you don't play this guy on curve. However, with Aether Revolt and Kaladesh, you can limit the damage that this effect has by putting vehicles in your deck. Letting this guy crew a vehicle when he wants to commit suicide in combat seems fairly reasonable and he's a solid enough threat to be decent on his own. Frontline Rebel isn't the unplayable trash you're used to when it comes to 'attack each combat' cards. However, if you're not highly aggressive or you don't have vehicles, steer clear of this guy at all costs.
Limited: 4.0
Constructed: 2.0
Gremlin Infestation
A worse, conditional Stab Wound. While Stab Wound is fantastic because it can not only kill creatures but also force an opponent to use a removal spell on their own creature, Gremlin Infestation is just too conditional. I think that it'll make a fine sideboard option against a fair amount of the decks but the problem is that a lot of vehicles that you're going to be sitting across from will be smashing for more than two damage, essentially nullifying your own card. The added bonus of getting a 2/2 gremlin out of the deal is negligible by the time that the artifact actually dies. With all of that being said, if I'm playing somebody whose dropping modules from Kaladesh across from me, I will be super excited to sideboard this in and watch them try and draw an artifact removal spell for their own card that will kill them in less than 10 turns.
Limited: 5.0
Constructed: 2.0
Hungry Flames
So, this is how far my Lightning Strike/Searing Spear has fallen? Well, it's great in limited as it's simple and efficient removal and might see play in constructed for the lack of anything else. I must say, I was really hoping that this would be only two mana and without the '2 damage to target player' clause to help stem the bleeding from everyone's favorite Copter but no such luck. Either way it's great in limited and you should always pick it highly if you're in red.
Limited: 7.0
Constructed: 4.0
Indomitable Creativity
Indomitable Creativity allows you to do really, really broken things and will absolutely see constructed play somewhere. The big thing here is that you can target your own permanents and then you get to go through your library finding artifacts or creatures to put on the battlefield. It feels like you can abuse this ability by using cards like Servo Exhibition and Sram's Expertise, then pop them with this in order to go find huge monsters (Emrakul anyone?). While I absolutely believe there's potential here and that there's something broken going on, I'll have to trust that the smarter deck builders out there will figure that out for me. Once they do though, Indomitable Creativity will create it's own archetype, rest assured of that. In limited, this card seems pretty bad actually, I wouldn't play this unless I was super desperate for any card to deal with a bomb.
Limited: 3.0
Constructed: 9.0
Invigorated Rampage
A versatile trick that's worth a spot in almost any limited deck. Despite the problem that it doesn't save your creatures from removal, Invigorated Rampage can either push enough damage through to win a game or have a Servo trade up with a 5/5 monster. Either way, this card makes itself useful and is worth a trick spot in your deck.
Limited: 6.0
Constructed: 2.0
Kari Zev, Skyship Raider
"Create a legendary 2/1 red Monkey creature token named Ragavan." You had me with that single line of text Wizards. I love this card, I really do. Fortunately, Kari Zev is more than a flavor homerun and is actually a strong contender for constructed play. At two mana, she has a body that can survive most early combat and is sporting two important keywords that will allow her to last longer than most other early beaters. Turn two this guy, turn three Always Watching seems like a very reasonable start. In limited she's fantastic but much more so early in the game. A high pick for any aggressive deck but not worth switching game plans for. Overall, great flavor, great design. Good job WotC.
Limited: 7.0
Constructed: 6.0
Kari Zev's Expertise
Does everything about Kari Zev have to be so awesome?! Check out that incredible artwork that instantly brings the world Aether Revolt to life! And it's made all the better because the card itself is extremely powerful. Don't be fooled by the usual average playability of Threaten affects in constructed, this card has chops because it lets you steal a Smuggler's Copter, drop a creature to pilot it (LIKE KARI ZEV HERSELF! AAGGHH, THE FLAVOR!!!), and then pilot it into your opponent's face. Perhaps a sideboard only card for aggressive decks against aggressive decks but don't be surprise to see this crush you in constructed. In Limited, it's a major upgrade to the usual Act of Treason because it allows you to do something else with your mana but it's still an Act of Treason which has always only been decent.
Limited: 6.0
Constructed: 5.0
Lathnu Sailback
It's hard to go from one of the most flavorful cards in the set to this. I mean Kari Zev's Expertise steals a vehicle while dropping the pirate who's doing the stealing directly onto the battlefield. So good! Right, this guy's a 5/4 for five mana. If you need fat in your red deck, here's your dumb animal. He's fine. Don't play it if you have a choice and remember that's he's worse than any other 4/5.
Limited: 3.0
Constructed: 2.0
Lightning Runner
Thank you for putting haste on this mythic rare, thank you! Without haste, I would say how cool this ability is and that it's a little too cute to make constructed but, with haste, Lightning Runner has a much greater chance to see Standard play. Double strike is obviously important as well, allowing you to trade with most creatures in the format (except Ishkanah, sad face). Brimming with potential, Lightning Runner gives the aggressive energy decks a new, top-end tool to find a way to win. With haste, you can simply hold this guy until you have 6 energy and then drop it and smash. I'm a big fan and I do think that it will, at the very least, be tried out in Standard. In limited, it's a bomb that you never pass first pick and that sets you in a very specific direction. Enjoy winning out of nowhere!
Limited: 8.0
Constructed: 6.0
Pia's Revolution
The hilarious Communist overtones in the art, name, and flavor text of Pia's Revolution makes me think that you could've found this poster in Soviet Russia without too much difficulty. I think it's great. Either way, the card is bizarre and it allows your opponent to make a decision which is never a good thing. I honestly think this card is too conditional to be good and while there's a chance that there's a combo that I'm forgetting (Like Cathodian or something) I'm still not impressed. In Limited, I'd be hard pressed to play this card unless I first picked it and then literally took every single artifact from that point on. I just don't see it.
Limited: 3.0
Constructed: 1.0 (So bad that someone's going to try and make it good)
Precise Strike
It's a trick that kills an opponent's creature in Limited. If you're running short on ways to interact with your opponent's creatures then you can use this card. It's decent, it almost always works at killing something but it's reliant on your creatures and on combat. Therefore, with my highly tuned mind, I can say that it's fine. Don't play a lot of them and you'll be fine.
Limited: 5.0
Constructed: 2.0
Quicksmith Rebel
Here's a card I want in every match of limited that I play in Aether Revolt. An incredible ability that allows you to Shock anything as soon as Quicksmith Rebel hits the battlefield, provided you fulfill the simply task of controlling an artifact. The real kicker is that you may continue to Shock anything, forever until Quicksmith Rebel is dealt with. A fantastic card with a massively relevant ability. Always first pick this guy and he's definitely worth splashing for.
Limited: 8.0
Constructed: 2.0
Ravenous Intruder
This card has constructed applications written all over it, particularly in formats other than Standard. There's simply too much flexibility with this card to ignore. Sacrificing any artifact, without any additional cost, to give +2/+2 is a significant and abuse-able option to give to Constructed formats. I believe that Ravenous Intruder will find a home somewhere and begin reigning terror on opponents. In Limited, he's pretty bad unless you've got a ton of synergy with it. The one thing that he's got going for him in Limited is the ability to send this guy into basically any fight as long as you have two artifacts on the battlefield, even as a bluff.
Limited: 4.0
Constructed: 6.0
Reckless Racer
Phew, this guy is pushed. A 2/3 for three mana will be decent in this format either way but adding not only first strike, a highly relevant keyword, and card selection simply for becoming tapped is huge. This is the guy that you want piloting all of your cards, sifting through your deck to find even more excellent cards and fixing mana flood. Take this guy highly no matter what red deck your in and he will not disappoint you.
Limited: 7.0
Constructed: 2.0
Release the Gremlins
First of all, I absolutely love the name of this card. Reminds me of the 'Release the Kraken' moment from Clash of the Titans... except better. The card itself sadly does not live up to its epic name and is merely a significant upgrade from it's 'Destroy target artifact' counterparts. Don't get me wrong, I'll maindeck this over any other type of artifact removal on the hope of living the dream, destroying three artifacts, and making 6 power of gremlins. As for constructed, while it might find its way into a sideboard or two against Aetherworks Marvel, I don't think it will be a lasting player in constructed. The rate for what you're doing is actually pretty great but it's the limited scope of the card that drags it down. I wish that it read 'You may destroy X target artifacts' because that would give it far more utility for constructed.
Limited: 6.0
Constructed: 4.0
Scrapper Champion
Well, four drops don't get much better than this in Limited. A 2/2 Double striker that continuously gets bigger as long as your attacking? Sign me up. You'll definitely want to play Scrapper Champion with other energy creators and she's way better on the play but no matter what, your opponent must deal with this card or you're going to win the game. Highly pushed, very powerful, Scrapper Champion is an absolute limited powerhouse. Don't ever, ever pass her if you're even close to playing red.
Limited: 8.0
Constructed: 2.0
Shock
A classic returns. Completely efficient in its simplicity, Shock is and has always been a fantastic card in limited and a widely played card in Standard. The fact that this doesn't kill a fair amount of important threats in limited may relegate this card to sideboards or burn decks but it'll certainly see play regardless. As for limited, it's a high priority card that you'll be happy to put in every deck.
Limited: 7.0
Constructed: 5.0
Siege Modification
A card for Limited that has a high degree of variance in power level. Putting this on a creature gives that creature a sizeable boost in power and forces a response but usually sets you up for a two for one. Putting this on an already oversized, undercosted Vehicle is the far-preferable choice as it permanently turns it into a massive creature. Therefore, my suggestion would be to always play this card if you are playing three or more vehicles and consider it wisely for every other deck. If you want to be beating face, this card does that admirably. I'd also recommend casting this only if your opponent is tapped out so that you at least get one smash before they can respond.
Limited: 6.0 (with 3+ vehicles), 5.0 Otherwise
Constructed: 2.0, (5.0 if the combo with Consulate Dreadnought pans out)
Sweatworks Brawler
Sweatworks Brawler represents a solid, evasive beater that can come down a turn early. Basically, it's exactly the type of filler card that you want in an aggressive deck. Just ask yourself this question when building your limited deck: Am I going to attack? If the answer is yes, then put Sweatworks Brawler in your deck. I'm actually surprised how good this guy is especially after WotC repeatedly puts a Bladetusk Boar in most formats and it's still widely played. This is a simple and strict upgrade to that and should always, always make your deck.
Limited: 7.0
Constructed: 2.0
Wrangle
What an adorable card! I'm just going to wrangle up your little gremlin and then throw him at you. Great flavor win for this card and a decent card behind it. Generally, with Act of Treason effects, you want to steal their biggest, baddest creature and use it against them while opening up a blocking lane. With Wrangle, your priorities have to shift slightly, as it's more about opening up that blocking lane for an early damage swing. Much better early in the game, Wrangle needs an aggressive deck to succeed and even then you sometimes just want a removal spell instead. I'd play it if you top out your curve at 4 or 5 and need away to get around their big, dumb wall. Otherwise, leave it in your sideboard.
Limited: 3.0
Constructed: 2.0
Best Limited Cards in Red: Quicksmith Rebel, Freejam Regent, and Lightning Runner
Best Constructed Cards in Red: Indomitable Creativity, Kari Zev, Skyship Raider, and Ravenous Intruder
Thanks for reading and I hope you enjoyed!
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