Creatures of aether review11/21/2023 Probably the thing that stops Aether Chaser being that much of a cube thing. White I think just pips blue for the fourth spot but neither of those are quite as exciting.Īnother very pushed card. Green seems like it could be the number two. I think this comes in third of the Expertise cycle. In more constructed, themed, combo or powered cubes this probably won't cut it. In a midrange cube where meatier creatures are common place this is probably potent and swingy enough to perform well. As a finisher it is that much less likely that you will have a useful two drop both because less cards are useful in such a situation and you will have used up most of your stuff by that time. The thing is that Threaten effects are both situational and typically finisher cards. You only have to have a useful two drop in hand for that to be the case and most red decks can manage that. For one mana it seems like it would be busted. Like most of the other Expertise cards this is pretty hard to know. Despite this the card is too low powered and too sparsely able to offer synergy for it to be anywhere near good in a drafting cube. I would like to be able to fit this into some deck, I might even reasonably be able to with blues lack of depth in the one and two drop dork department. One that creates artifacts and creatures and energy sounds versatile. With not much in the way of buffs a 1/2 flier is good. It has some reasonable synergy potential but the package it comes in is so lackluster that I don't think this will see any play in cube.Ī 1/2 flier is also a pretty useless body however this is more offensively practical. This isn't terrible but I just don't see what you would use it for. Also as a defensive tool you struggle to get your bonus dork. You will ask yourself why you didn't just run a Terror effect. You set your self up for all sorts of blowouts if you rely on this for anything. All the other good ones in red are RR not 1R, the easier ones to cast typically have restrictions on your build like having a high spell count.Ī 1/1 deathtouch is a pretty useless offensive body. This supports token themes well, it support artifact synergies well, it aids any other energy card and most of all it is a well rounded, no strings attached, stand alone tempo two drop in red. Again, the first strike pushes this deal and makes it a very good one! The red Blade Splicer in many ways! While not as consistent as the Splicer being a 2 drop makes it much more proactive and useful as a support or aggressive card. A 2/1 and a 1/1 for two mana is a good deal, even if the 1/1 is delayed. I guess the actual best case for this is that you have some other energy producing effect and this creates multiple 1/1s. Energy isn't than commonly useful currency but still, the aim is to make a 1/1 dork with it. Best case this is that plus two useful energy or that plus a 1/1 dork. Worst case it is a 2/1 first strike for 1R, not good but a substantial amount better than such a dork without first strike. For quite a simple card it has a lot of modes of use and application. They would have to print something pretty silly for this to be better than Thopter Foundry for infinite dorks but it is possible. By the time you have made enough 1/1 fliers to be worth 4 mana you have lost to not having those fliers in play when you spent that mana! The only place I see for this is some combo deck where you make infinite 1/1s. Too pricey for a card with no impact itself.
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |