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These reviews represent my initial reactions and thoughts about the cards from Aetherdrift for peasant cubes. These thoughts are all based on theory-crafting as I haven’t actually played with these cards. My main method of reviewing a card is to identify a comparable card and to highlight the relative strengths/weaknesses of those cards versus one another and to theorize about play patterns.

I group the cards into five categories: Strong/Staples, Interest, Similar, Unique/Synergy, No Interest.

  • Strong/Staples are going to be strong cards that I expect to see in power-maxed peasant lists.
  • Interest cards are ones that I think are interesting and are powerful enough to fit in most peasant cubes.
  • Similar cards are cards that are slight improvements over cards that have been or are on the edge of playable.
  • Unique/Synergy is a bit of a catch-all for cards that either provide a unique or rare effect in a color or cards that would be interesting if you explicitly support a particular theme or archetype.
  • No Interest are cards that are either worse than a comparable card that sees little play, cards that have a very low power level, or cards that have a niche effect that is unlikely to be desirable.

Not every card will be reviewed to the same length.

Some mechanical thoughts:

Start Your Engines / Max Speed: A strange mechanic that is pseudo-parasitic in that most cards can support themselves, but the real value occurs when you can get “start”-ed as early as possible and later Speed cards can take advantage of you already being at Max Speed. Given that most cubes aren’t going to run tons of speed cards, I think you need to evaluate the cards on their own and, as a result, I think most of them fall short. I also strongly dislike adding yet another game piece, so I am predisposed to dislike Speed cards.

Exhaust: Very similar to Monstrous and Adapt, this functionally offers a delayed kicker for various creatures.

Vehicles: Vehicles perform similarly to equipment in that they functionally enhance creatures you’re already playing. Unlike equipment, however, vehicles risk themselves in combat. So a 3/2 vehicle not only can only enhance a 1/1 or a 2/1, but also isn’t likely to survive combat, giving you only 1 “use”. For this reason, I tend to prefer equipment as my enhancement of choice The exceptions are where vehicles have evasion, are massively above-rate (Renegade Freighter) or scale with the game Untethered Express. Vehicles can also provide a pseudo-haste as they can crewed by a newly-played creature. All of this is to say that I value them as enhancements, not creatures in their own rights unless they are able to crew themselves somehow.

Mounts: While mechanically similar, mounts are quite different from vehicles as they are already creatures and therefore don’t take up limited non-creature spots in deck construction. At the same time, they only ever trigger on attack, so are often forced into aggressive roles.

Cycling: One of my favorite mechanics, but one that has faded slightly as cards have gotten more efficient. Paying 2 to effectively loot (discard/draw) is difficult to stomach outside of a control deck that is sitting on other interaction.

White
Blue
Black
Red
Green
Multicolor
Colorless/Lands

Strong/Staples:

None.

Interest:

Night Market (C): A cycling pseudo-Evolving Wilds is a strict if quite minor upgrade.

Similar:

None.

Unique/Synergy:

None.

No Interest:

Aetherjacket (C): Body and ability are both over-costed.

Camera Launcher (C): Body and ability are both over-costed.

Guidelight Matrix (C): Worse than Ichor Slick in most cubes.

Marshals’ Pathcruiser (U): I think Sunbird Standard is a much better payoff/enabler for a 5-color nonsense deck.

Pit Automoton (U): Too narrow unless you really love Jade Mage.

Racers’ Scoreboard (U): Colorless sorcery-speed Catalog for one more mana. Unless you have other speed cards, this takes too long to start earning its mana. Just play Hedron Archive.

Rover Blades (U): Too expensive of an equip cost. Lizard Blades was a rare and was decent, but this is a lot worse.

Scrap Compactor (C): Scalding Cauldron + Urn of Godfire. Shrug.

[[Skybox Ferry][ (C): Vehicle is bad, cycling doesn’t make it better.

Starting Column (C): I like it maybe a little more than Orazca Relic, but it’s still mostly a Manalith.

Ticket Tortoise (C): Only provides ramp if you’ve already fallen behind. And a 3/1 defender for 2-mana isn’t close.

Walking Sarcophagus (C): A 2/1 for 2-mana isn’t good enough even if it eventually becomes a 3/3.

Wreck Remover (C): Random graveyard hate doesn’t make up for a below-rate body.

Amonkhet Raceway (U): I think it’s too slow.

Avishkar Raceway (C): Very expensive late-game activation isn’t worth worse mana.

Country Roads et al. (U): A tapped mono land that can make a 1/1 is not interesting.

Strong/Staples:

None.

Interest:

Skyserpent Seeker (U): Not exactly Baleful Strix, but closer than I would have ever expected. It functionally draws you (a slightly worse) Explosive Vegetation that also makes it slightly bigger. It can curve Elf, Seeker, Activate, 7 Drop.

Veteran Beastrider (U): Above-rate body that pseudo grants your whole team vigilance and is an acceptably costed anthem effect. I think I really like this card.

Similar:

None.

Unique/Synergy:

Boosted Sloop (U): Not exactly peasant’s Smuggler’s Copter, but it triggers on just attack and gives a discard outlet to Blue-Red.

Broodheart Engine (U): Can you still pay 2-mana on Turn 2 for a card that doesn’t affect the board? This gives you repeatable surveils and “draws” you a Zombify. But in a deck that wants to be 17+ creatures, would you prefer Broodspinner or Nyx Weaver?

No Interest:

Apocalypse Runner (U): I think you wouldn’t play this just for the tap ability and the vehicle half is worse than an unplayable draft common from Kaladesh (Irontread Crusher).

Boom Scholar (U): Too narrow in 99% of cubes.

Cloudspire Coordinator (U): Unless you’re supporting vehicles, Veteran Motorist is very similar.

Cloudspire Skycycle (U): Aerie Auxiliary is just better in most cases.

Dune Drifter (U): Graceful Restoration is likely to be better in most circumstances.

Embalmed Ascendant (U): I think you’d rather have Elas il-Kor, Sadistic Pilgrim.

Gastal Thrisllseeker (U): A great enabler for Speed, but I don’t think you’re going to be able to support it in most peasant cubes.

Guidelight Pathmaker (U): The vehicle isn’t worth 4-5 mana even if it provides a tutor.

Haunted Hellride (U): It’s a mediocre enhancement “enchantment.”

Haunt the Network (U): The floor isn’t great for 5-mana and Blue-Black is a very hard section to break into.

Lagorin, Soul of Alacria (U): A lot of work to slowly make a big flyer.

Rangers’ Aetherhive (U): Too narrow in 99% of cubes.

Rocketeer Boostbuggy (U): I don’t love combining a bad Goldvein Pick with a 5-mana 4/3. Wildfire Wickerfolk just seems better.

Thundering Broodwagon (U): Too expensive and too pip-intensive. I’d rather play Back for More or Spiritmonger.

Voyage Home (U): Three artifacts makes it fine. Anything less and it’s rather bad.

Strong/Staples:

None.

Interest:

None.

Similar:

Dredger’s Insight (U): We now have a lot of versions of this effect and I think this falls below Malevolent Rumble and Grapple with Past, but is probably firmly in the Say Its Name and Cache Grab tier.

Migrating Ketradon (C): Similar to Cleanup Crew and I think I like it less than Generous Ent as a self-binning threat.

Molt Tender (U): A mill version of Rustvine Cultivator. I want to love it, but I worry that 99% of the time it’ll just be a more finicky Llanowar Elves.

Stampeding Scurryfoot (C): I actually like this a decent amount, but think it may fall slightly short of the similar Mild-Mannered Librarian.

Unique/Synergy:

Autarch Mammoth (U): 8/8 worth of stats for 6-mana is good; I’m not sure we’ve had that before. But the lack of evasion is a worry. At the same time, this is the rare snowballing threat that can also take advantage of Elves after they’ve ramped it out.

Earthrumbler (U): Big, vigilance, and evasion are all good, but I worry that the deck that can fuel this wants high creature counts and wants those creatures to stay in the graveyard versus exile. Still, beefy.

No Interest:

Alacrian Jaguar (C): I think I prefer Auspicious Starrix (which is always a 6/6), but this is also 4/4 worth of vigilance. Still, no ETB or protection makes me wary of 5+ drop.

Beastrider Vanguard (C): Mostly worse than Duskwatch Recruiter.

Bestow Greatness (C): Too expensive and non protection versus Overprotect.

Defend the Rider (U): We now have three or four versions of this type of protection trick. I think I like this the least of them as the 1/1 flash mode is somewhat underwhelming.

Elvish Refueler (U): The black versions of this card that grow once-per-turn aren’t good and I don’t think this solves any of the problems.

Fang-Druid Summoner (U): Too few targets in most cubes even if it does grab a handful of playable adventure creatures (Cheeky House-Mouse, Merfolk Secretkeeper).

Fang Guardian (U): I like Briarhorn more.

Greenbelt Guardian (U): A variant on Sauroform Hybrid. Might end up being a touch too expensive, but its activated ability is useful with cards like Ridgescale Tusker (then again, most big Green threats already have trample).

Hazard of the Dunes (C): I prefer Bannerhide Krushok or Voracious Typhon, and not sure this is a better Giant Spider than Colossodactyl.

Jibrik Omnivore (C): We have plenty of 2-mana 3/2s with upside.

Loxodon Surveyor (C): I’d rather have Call of the Herd.

Ooze Patrol (U): 4-mana version of Moldgraf Millipede, which is probably better, but not playable. Especially since we just got Splinterfright and I’m not sure that’s even playable.

Plow Through (U): Much closer to Lay of the Land than something like Bushwhack or Abundant Growth.

Point the Way (U): You need Speed of 3 or 4 to make the mana spent here worthwhile. And that means you need to be aggressive, which isn’t the deck that wants a slow payoff ramp card.

Pothole Mole (C): Functional reprint of Erratic Farmer.

Rise from the Wreck (U): Most cubes/decks will have one of these targets.

Run Over (C): I’d rather play Ram Through or Hard-Hitting Question.

Silken Strength (C): I prefer Sudden Spinnerets or Bannerhide Krushok.

Terrian, World Tyrant (U): We just got Quakestrider Ceratops if you want to go full Timmy.

Veloheart Bike (C): It’s a weird combo of abilities, but I don’t really like any of them.

Venomsac Lagac (C): Needs to be saddled to be worth more than 1-mana and you can’t saddle it defensively.

Strong/Staples:

Greasewrench Goblin (U): No downside and I like the upside versus Embereth Veteran (which is the only 2/1 for 1-mana with no downside we have access to). Has great synergy with the other 1-drop, Marauding Mako.

Interest:

Marauding Mako (U): A much better version of Flameblade Adept, especially since it can likely attack as a 2/2 on Turn 2 (and has some explosive starts with things like Faithless Looting. It doesn’t fuel itself, but so many strong Red archetypes rely on discarding.

Similar:

Dracosaur Auxiliary (U): I like Amethyst Dragon slightly more as Volcanic Dragon+, but this does have situational upside.

Unique/Synergy:

Fuel the Flames (U): I think Vampire’s Vengeance is slightly better, giving you both “cycling” and the damage as opposed to either. And Pyroclasm is a mana cheaper. But this is exactly the kind of card that benefits from cycling.

Thunderhead Gunner (C): I think this could be sneakily decent. It’s somewhat vanilla, but it also gets to activate the turn you play it and then it likely guarantees you don’t hit lands unless you want to.

No Interest:

Adrenaline Jockey (U): I prefer the very similar, higher-floor, Scytheclaw Raptor.

[{Burner Rocket]] (C): Hidden Footblade offers a trick that is more likely to 2-for-1 an opponent, whereas this has the potential to push more damage. But in those situations, I think I’d rather have Mirran Banesplitter.

Clamorous Ironclad (C): I think Oliphaunt is significantly better.

Crash and Burn (C): Unless 6 damage is necessary, 5 damage costs 3-mana.

Dynamite Diver (C): More upside on Heartfire Hero.

Endrider Catalyzer (C): I’m having trouble envisioning a deck that wants a 2-mana 3/1 and a mana dork on Turn 5.

Endrider Spikespitter (U): An actual payoff for getting speed, but a 3/4 reach for 4-mana that doesn’t get you card advantage until turn 7 at the earliest isn’t good enough on its own.

Gastal Blockbuster (C): A bigger/worse Shrapnel Slinger.

Gilded Ghoda (C): Isn’t Piggy Bank better in most cases?

Goblin Surveyor (C): Just not enough meat on the bone.

Kickoff Celebrations (C): Unless you can easily reach max speed, it’s a worse Bitter Reunion.

Magmakin Artillerist (C): Comparing this to a Guttersnipe or Thermo-Alchemist, I think this is harder to trigger and doesn’t do enough damage.

Outpace Oblivion (U): I’d rather have Ghostfire Slice.

Pacesetter Paragon (U): Too-far below rate compared to something like Scrapper Champion.

Pedal to the Metal (C): Strictly worse Lunar Frenzy.

Prowcatcher Specialist (C): We’ve got better 2-mana haste threats in Cunning Coyote, Resilient Roadrunner, and (now) Ash Zealot.

Push the Limits (U): Huge effect that is far too narrow in almost every cube.

Reckless Velocitaur (U): The floor is terrible and the ceiling is not great.

Road Rage (U): Galvanic Discharge’s floor is likely this card’s ceiling.

Skycrash (U): Scrap has been powercrept and it’s still not great. Shredded Sails offers similar modality with more upside.

Spire Mechcycle (U): Needs another Mount/Vehicle to even be comparable to Charging Monstrosaur, which has a much higher floor.

Tyrox, Saurid Tyrant (U): Maybe in a tempo deck, but 1 toughness means this doesn’t survive anything a 3/1 doesn’t.

Strong/Staples:

None.

Interest:

Wreckage Wickerfolk (C): The body isn’t super exciting, but I think this glues a lot of Black decks together. The same decks that run Faerie Dreamthief are likely to want this. It plays defense well and can peck in. A 1/3 flying body is loosely comparable to a 2/2 lifelink (Desperate Bloodseeker) and surveil 2 is better than mill 2.

Similar:

Intimidation Tactics (U): The switched costs are probably better than Memory Leak. And if you’re playing Divest, this is a pure upgrade.

Shefet Archfiend (U): Has similarities to Archfiend of Sorrows, which I think I like better. This is obviously easier to synergize with a reanimation strategy, but Black already has plenty of cheap discard options. I like Sorrows more because it doesn’t risk nuking your own board and it provides Graveyard value, but a 5-power flyer ends games quickly and we’re nearing a concentration of self-binning threats that are otherwise playable.

Unique/Synergy:

Grim Bauble (C): Sorcery speed makes this generally worse than Disfigure et al., but this provide another rectangle on the battlefield, which might be appealing for certain types of cubes.

Grim Javelineer (C): This actually interests me because it functionally has +1/+0 of haste and it provides card selection/milling without really slowing down deploying threats. I think it’s probably still not enough, but it’s closer than I would’ve expected.

Locust Spray (U): A Black version of Spark Spray. Neither effect is super impactful, but as functionally a Black cantrip that can also be a minor combat trick/removal, I might actually be interested in this. Can also fit spells decks that care about spells in graveyard as opposed to casting spells.

Pactdoll Terror (C): A 3/4 for 4-mana that ETBs and drains 1 isn’t playable. But if it drains 3, I think it’s in the conversation. That requires a specific type of artifact deck, but there is power here.

No Interest:

Ancient Vendetta (U): In a singleton format, this is almost certainly too expensive. This does let you name lands, so you could potentially color screw someone off their splash, but you need to know their deck, which would encourage really anti-social behavior and bad play patterns.

Back on Track (U): Over-costed even in value reanimator strategies.

Carrion Cruiser (U): I think I’d prefer the additional card from Another Chance versus a mediocre vehicle.

Chitin Gravestalker (C): Really only goes in one kind of deck (usually Black-Green), but probably is about the same as Writhing Necromass (though the cycling provides additional utility). I prefer the ETB and evasion of Hollow Marauder.

Deathless Pilot (C): A slightly better Durable Coilbug.

Engine Rat (C): I prefer the upside on Foulmire Knight.

Gastal Raider (U): I like Thought-Stalker Warlock more. Being limited to instant and sorcery cards will make this miss more than you’d expect.

Hellish Sideswipe (U): I like Annihilating Glare more.

Hour of Victory (U): I think you’re more likely to get Demonic Tutor out of Servant of the Stinger and Servant has a meaningful body, whereas the token here is anemic at 3-mana.

Kalakscion, Hunger Tyrant (U): A lot of power, but dies to a stiff breeze and has no evasion. Maybe if you’re supporting Fling.

Maximum Overdrive (C): A strict upgrade over Battle-Rage Blessing, but very similar in power level to Fake Your Own Death or Not Dead After All.

Momentum Breaker (U): Unless you’re trying to support Speed, this has lower upside than other edicts like Sheoldred’s Edict, Accursed Marauder, or Tithing Blade.

Mutant Surveyor (C): Threat of activation is interesting, but this is probably worse than Knight of Dusk’s Shadow.

Ripclaw Wrangler (C): The vehicle is barely worth a card, so this is 4-mana for two “cards.”

Risen Necroregent (U): Too slow unless you have other speed enablers. Playing a 5/4 that won’t get you a token until Turn 7-8 isn’t sufficient. Priest of the Blood Rite just seems better in most instances.

Risky Shortcut (C): Prefer Diresight and Read the Bones.

Spin Out (C): We have Hero’s Downfall and Feed the Cycle.

Streaking Oilgorger (C): Vampire Sovereign has better stats, more impact, and less set up.

Syphon Fuel (C): Minor upside over Final Reward.

Wickerfolk Indomitable (U): It’s recursive, but feels too costly. Especially compared to Retrofitted Transmogrant.

Wretched Doll (U): Possibly interesting if you’re supporting delirium, otherwise Sinister Starfish is probably better in a controlling deck. Would be hugely different if its surveil ability didn’t require it to tap (even if it was limited to once-per-turn).

Strong/Staples:

None.

Interest:

Scrounging Skyray (U): A card that I want to be really good, but that I think will play closer to Faerie Vandal (playable, but not super exciting). Both are consistently triggered by looters, but the specific card draw spells you play should indicate which will play better. If you get a single counter, it’s decent. Two, it’s great.

Stock Up (U): Holy power creep Divination! It feels bananas to say, but this is arguably better than Fact or Fiction and likely in the same tier as Brainsurge. If it ends up failing short it’ll be because of the Sorcery speed, but compare this to the Rare Drawn from Dreams and it’s not obviously worse.

Similar:

Diversion Unit (U): WotC has given us tons of 2/1 flyers for 2-mana in Blue over the last couple of years. I like this less than Plumecreed Escort or Zephyr Sentinel, but it’s likely playable.

Spikeshell Harrier (U): Similar to Psychic Pickpocket and I prefer Juvenile Mist Dragon to both even though it doesn’t actually bounce the creature.

Unique/Synergy:

Memory Guardian (U): Unless you can deploy 3 artifacts in the first two turns, Serendib Efreet is probably more consistent, but there is a high ceiling here.

Rangers’ Refueler (U): I’m assuming you have no other exhaust spells, but a 6-mana 4/4 that draws a card and can be paid in installments is a decent floor. Prior to exhaust-ing though, it’s really not worth a card.

Sabotage Specialist (U): I like this more than Genestealer Locus and (probably) Mindwhisker, but I also think Blue 4s are a pretty tight section.

No Interest:

Aether Syphon (U): The draw mode feels over-priced (versus something like Sunset Pyramid, which is already likely too slow) and the Max Speed option can be had easier with Teferi’s Tutelage.

Bounce Off (C): Functionally Unsummon, but Fading Hope or Vapor Snag are better upsides.

Caelorna, Coral Tyrant (U): Unless you’re supporting High Alert, this is mostly a Wall of Mist.

Flood the Engine (C): Probably better than Imprisoned in the Moon or Ichthyomorphosis, but still weak as pure removal.

Glitch Ghost Surveyor (C): Wind Drake isn’t playable and the upside here is quite minor.

Guidelight Optimizer (C): I’d prefer Oaken Siren (although it is slightly more limited in mana usage).

Howler’s Heavy (C): More of a combat trick that can be an under-statted creature than the opposite, but neither mode is great. I’d rather have Startle.

Hulldrifter (C): We have multiple 5-mana cards that draw 3 and have upside. I don’t think a 3/2 flying vehicle with Crew 3 is worth a card (it essentially just gives flying). So unless you expect to blink the artifact, this isn’t close to worth it.

Keen Buccaneer (C): A 2/3 vigilance for 3-mana isn’t exciting and the exhaust ability is a little bit of nice upside, but 5-mana for 3/4 worth of stats and a loot isn’t a strong package.

Midnight Mangler (C): This is functionally similar to the ubiquitous Moat Piranhas that can conditionally attack and the condition here isn’t great.

Nimble Thopterist (C): Much weaker than Whirler Rogue, though that says more about Rogue than Thopterist.

Roadside Blowout (U): I think I’d prefer Ephara’s Dispersal or Into the Roil for the instant speed.

Skystreak Engineer (C): I don’t want either a 1/3 flying for 2-mana or a 3/5 flying for 7-mana.

Slick Imitator (U): Too slow to get to an over-costed payoff.

Spectral Interference (C): Functionally Essence Scatter with artifact upside, but I think worse than Mana Leak et al.

Stall Out (C): I like Freeze in Place more.

Trade the Helm (U): Shrewd Negotiation with cycling, but I’d prefer Control Magic or Mind Control.

Transit Mage (U): I don’t think any of this cycle are particularly good, but there are very few oft-played 4- or 5-mana artifacts.

Trip Up (C): About the same as Vanish from Sight.

Strong/Staples:

None.

Interest:

Gloryheath Lynx (U): In the same category as Phyrexian Missionary, Sun-Blessed Healer, Brightblade Stoat, or Prairie Dog, but I really like Lynx’s upside because it curves naturally in an aggressive or midrange deck into “drawing” a plains on turn 3 when you play a creature.

Sundial, Dawn Tyrant (U): It’s not interesting, but it’s probably playable and I don’t think we’ve had this much beef at 2-mana in White before.

Similar:

Lightshield Parry (C): Probably better than Will of the All-Hunter as 1-mana >>> 2-mana. But I’m not sure what deck wants a combat trick and isn’t already losing if it needs to cycle it to look for a different threat/answer.

Tune Up (U): Incredibly minor upgrade over Refurbish.

Unique/Synergy:

Guidelight Synergist (U): A mono-White (slightly worse) Cephalopod Sentry. If you can reliably get two other artifacts, it’s worth considering as a 3/4 flyer for 4-mana, but that likely requires a dedicated White artifact deck.

No Interest:

Air Response Unit (U): A 3-mana vehicle that functionally grants a creature flying and +1/+0 or +2/+0. We already had the very similar Dragonfly Suit and that wasn’t close to playable. Vigilance is better since it can also block, but that requires yet another creature (spending three cards to get a single vigilant threat is not playable).

Alacrian Armory (U): Unless you can utilize the mounts/vehicles clause, this is likely to be worse than Hold the Gates.

Brightfield Glider (C): The non-saddled mode isn’t playable and the saddled mode is only useful in a board stall since it net loses you power.

Brightfield Mustang (C): I think Guardian of the Forgotten will play better in most instances since it doesn’t require a second creature (even if it can’t continue to grow).

Broadcast Rambler (C): White 5-mana plays are a very tight section and this is functionally a 5/4 that dies into a 1/1 flyer. Not enough compared to Cloudgoat Ranger or Githzerai Monk.

Canyon Vaulter (U): The floor isn’t playable, but isn’t too far below, but the upside is going to be fairly negligible in most cubes.

Cloudspire Captain (U): The base body is too vanilla and too far below-rate and the anthem effect is too narrow.

Collision Course (C): I like Thraben Charm better unless you desperately need White artifact removal. And even then it’s sorcery speed.

Daring Mechanic (C): Too limited an ability in the vast majority of cubes and a vanilla 3/3 for 3-mana isn’t playable.

Detention Chariot (U): I’d prefer Alabaster Host Intercessor or Cast Out.

Gallant Strike (U): MIscalculation works because the cycling mode allows you to trade in the card when the tax effect is no longer effective. Here, the conditional removal is more likely to be effective later in the game, so the cycling option should be an early-game play, but I don’t want to cycle away removal often (one of the cons of Cast Out) unless I absolutely need to. This is cheaper than Radiant’s Judgment, but I think it runs into the same problems.

Interface Ace (C): You are unlikely to play vehicles with high crew costs already and being able to crew 2 of them (or block after crewing) feels limited in relevance; playing a mostly-vanilla 0/4 does not excite me when I could play Wall of Omens.

Leonin Surveyor (C): Regardless of my thoughts on speed as a mechanic, I think this just doesn’t do enough when we have Brightblade Stoat and Sunhome Stalwart.

Lightwheel Enhancements (C): Very similar to Sentinel’s Eyes, which I prefer as it avoids unnecessary additional mechanics. But I prefer Gryff’s Boon to both.

Lotusguard Disciple (C): Not having flash will most often make this ETB effect simply gain some life (or push through a little damage). I think you’ll do better with Aven Riftwatcher, Angel of Vitality, or Holy Cow.

Nesting Bot (U): I dislike the Speed mechanic, but even if you’re okay with it, you’ll probably be better off with Indebted Spirit unless you really want artifact creature synergies.

Pride of the Road (U): I think it’s easier to trigger Duelcraft Trainer.

Ride’s End (C): A slight upgrade over Luminous Rebuke.

Roadside Assistance (U): Sidegrade of Squire’s Devotion. Almost certainly worse than Sheltered by Ghosts.

Spotcycle Scouter (C): The vehicle isn’t worth enough to justify spending a card on it even if it scrys 2.

Swiftwing Assailant (C): Too slow to become a mini-Serra Angel when we already have Aerie Auxiliary.

Unswerving Sloth (U): It’s got indestructible and vigilance if you have a large enough board. But 5-mana White creatures are fairly competitive and this just feels “fine.” Not sure it’s better than Serra Angel.

Voyager Quickwelder (C): Most White artifact decks are aggressive and this is more controlling in stat line. I think you’ll be better off in most decks (even in equipment decks), with Eowyn, Lady of Rohan. Even in an artifact deck, I think you’d prefer Foundry Inspector.

Mainboard Changelist+405, -405
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