Aetherdrift Set Review - Green

by
Joshua Wood
Joshua Wood
Aetherdrift Set Review - Green
Agonasaur RexAgonasaur Rex | art by Lucas Graciano

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Drifting through the Jungles of Muraganda

Greetings, travelers, from whichever plane you hail from. I will be your humble announcer giving you the play-by-play of this exciting multiplanar race! Of course, from the safety of my booth here in Avishkar. Some disastrous creatures roam the plane of Muraganda.

However, our racers will brave the depths of this unexplored plane and encounter all sorts of new creatures. Stay tuned as I go over each of the latest green spells from Aetherdrift, and maybe, if you're likely, we'll see an extravagant collision! Er— I meant to say, see our riders take the utmost precaution in their race today. Buckle up!


Mythics


March of the World OozeMarch of the World Ooze

March of the World Ooze

March of the World OozeMarch of the World Ooze is a pretty scary enchantment-based buff effect that turns all your creatures into 6/6s. It reminds me of Scale UpScale Up which turns your creatures into 6/4 Snakes until end of turn, if you pay the overload cost.

In any token or go-wide deck, turning a board full of 1/1s into 6/6s would make for a solid way to end the game, even without trample. Since it changes the base power and toughness of creatures, this wouldn't be a good inclusion in any stompy deck running bigger creatures.

The other part of this enchantment makes 3/3 Elephant tokens whenever an opponent casts a spell on someone else's turn. It's a nice bonus effect that would turn your 3/3s into 6/6s when opponents play removal, but it's an effect that I wouldn't rely on for token generation.

It's more likely that you'll get a 3/3 Elephant when an opponent tries to remove the enchantment to stop you from going for the win.

Being a six mana enchantment, Bello, Bard of the BramblesBello, Bard of the Brambles will love the chance to turn his animated army of 4/4s into 6/6s, if you know how layers work.

From my understanding, if March of the World Ooze comes in after Bello, then the permanents will be 6/6s, but if Bello comes in after, then they'll be 4/4s due to the timestamp.


Thunderous VelocipedeThunderous Velocipede

Thunderous Velocipede

Don't let the part about Vehicles fool you into thinking this is just a card for Vehicle decks, it can go into any deck looking for ways to put counters on creatures. It's sort of a reverse Tribute to the World TreeTribute to the World Tree where it gives small creatures a small buff and big creatures a big buff.

For just three mana, it enables +1/+1 counter synergies while also being a potential 5/5 with trample. Any +4 mana valve commander looking to be buffed will want this card.

Three extra counters just from entering will give the commander a solid head start. Halana and Alena, PartnersHalana and Alena, Partners will want this in the 99, not only to buff themselves but to buff all the big creatures they will have come into play.


Rares


Afterburner ExpertAfterburner Expert

Afterburner Expert

Afterburner ExpertAfterburner Expert probably won't see any Commander play, simply because its Exhaust ability is lackluster, and to reanimate it, you need other Exhaust abilities in your deck. Seems pretty niche.


Agonasaur RexAgonasaur Rex

Agonasaur Rex

The cycling ability on Agonasaur RexAgonasaur Rex makes this read more like a modal spell. For three mana, you can protect a vehicle/creature and be a combat trick, or for five mana, you get an 8/8 with trample.

Both options are appealing, especially in Dinosaur decks that will appreciate having a combat trick/protection spell that could also be a big Dinosaur. The cycling ability makes it easy to get it into your graveyard for possible reanimation shenanigans later too.


District MascotDistrict Mascot

District Mascot

Just a good boy that can eat your opponents' artifacts. It's a good support card in +1/+1 counter decks that have ways to put counters on District MascotDistrict Mascot outside of needing to be saddled.

If there are enough counter synergies in Dog decks, then this would add some missing utility while having additional synergies to those decks.


Lumbering WorldwagonLumbering Worldwagon

Lumbering Worldwagon

At three mana, this is actually a better Primeval HeraldPrimeval Herald. Primeval Herald won't survive attacks as a 3/1 without making it bigger, but Lumbering Worldwagon can be a big beater that can survive through multiple attacks.

Not only that, it can evade creature-based boardwipes so it's more reliable than Primeval Herald. It's also a good fit in decks with commanders, ideally one that's five-mana or less, that can crew the Worldwagon on turn four.


Nissa, Worldsoul SpeakerNissa, Worldsoul Speaker

Nissa, Worldsoul Speaker

Solid energy commander. I like that it doesn't require there to be other ways to get energy in the deck to be functional, but extra energy enablers will help cheat out permanents with Nissa for no mana.

From there, the game plan can be to cheat out Apex DevastatorApex Devastator, Eldrazis, or simply bigger permanents that normally wouldn't be easy to play. Landfall and big permanents are green's bread and butter so I have no doubt Nissa will be a popular commander.


Oviya, Automech ArtisanOviya, Automech Artisan

Oviya, Automech Artisan

Elvish PiperElvish Piper and a Frontier Warmonger-styleFrontier Warmonger-style effect on one commander is definitely a fun combination. By turn five, you can cheat in giant Dinosaurs or Eldrazis and destroy your opponents before they have their game plan online.

You can also cheat in Vehicles but I think it's more likely she'll be used to cheat in massive creatures that shouldn't be there before turn 7. She's a must-kill on sight commander because letting her activate more than once will give that player too much value.

The first ability also incentivizes opponents to attack each other with their big things too, now that they can't be so easily chump-blocked. One factor that should be noted, is that since your commander gives trample, you can run pump effects like Beastmaster AscensionBeastmaster Ascension that don't inherently grant evasion.

This ability also works in harmony with deathtouch anthems like Ohran FrostfangOhran Frostfang or Saryth, the Viper's FangSaryth, the Viper's Fang. Saryth is especially great here as she can untap Oviya, making her the perfect card in the 99. Running a few anthems or even creatures with deathtouch would add a nice bonus to an already disgusting deck. I love it.


Peema TrailblazerPeema Trailblazer

Peema Trailblazer

For energy decks, I like the design of Peema TrailblazerPeema Trailblazer. It's an energy enabler early in the game when it gets in for combat damage and late game it can be a Return of the WildspeakerReturn of the Wildspeaker for no additional mana.

Dropping down Peema Trailblazer for three mana and then drawing cards equal to the greatest power is a lot of valve assuming you've built up enough energy counters. Ideally, this would need to be in an energy deck that has a focus on either big creatures or making creatures big.

Nissa, Worldsoul SpeakerNissa, Worldsoul Speaker would certainly be a good home as I'm sure that commander is going to be built towards cheating in giant creatures. However, three mana to draw a minimum of five cards is already a good baseline for this creature.


Rampaging AetherhoodRampaging Aetherhood

Rampaging Aetherhood

Of course, they put ward 2 on a creature that has to be answered. On subsequent turns, this Snake Hydra will be swinging in for way more than four damage.

Especially in a deck like Nissa, Worldsoul SpeakerNissa, Worldsoul Speaker, the energy player will have a massive pool of energy counters that they can dump into the Hydra to make it bigger.

Then on later turns, it'll generate even more energy and get even bigger. Ward 2 and trample are two good keywords that make this creature feel pushed for five mana, but maybe green energy decks need the help since Wizards has focused mostly on Jeskai colors.


Regal ImperiosaurRegal Imperiosaur

Regal Imperiosaur

Solid anthem for Dinosaurs on top of it being a big beater itself. In recent years, Dinosaur decks have become incredibly strong with commanders like Pantlaza, Sun-FavoredPantlaza, Sun-Favored.

One downside to these decks used to be that Dinosaurs had high-mana costs, so they were slow and required a lot of ramp to get going.

Now there's a great selection of smaller Dinosaurs that get your gameplan going early like Topiary StomperTopiary Stomper, Hulking RaptorHulking Raptor, and now Regal ImperiosaurRegal Imperiosaur which comes down early and makes your Dinosaurs bigger.


Webstrike EliteWebstrike Elite

Webstrike Elite

Unfortunately, this is fairly weak. Unless it's included for synergy with either cycling, Insects, or even the rare Archer typal deck, it's subpar for green artifact and enchantment removal.


Uncommons & Commons


Defend the RiderDefend the Rider

Defend the Rider

If you go through your LGS's bulk bins during set releases like I do, this is one you should pull a few out. A Tamiyo's SafekeepingTamiyo's Safekeeping that could also create an instant-speed blocker sounds like a much better bargain than gaining two life.


EarthrumblerEarthrumbler

Earthrumbler

Everything about this Vehicle is sweet! For the low cost of exiling one artifact or creature from your graveyard, you too can have a massive 7/6 for five mana. This vehicle having vigilance is neat, since it'll allow you to have a giant blocker on opponents' turns.

Decks that can plan to fill their graveyard won't have any problem turning this into a creature when needed. In addition, the exile ability isn't limited to a single use per turn, meaning it will enable any "whenever one or more cards leave your graveyard" effects and will trigger them multiple times. There's a lot of utility packed into this Vehicle.


Molt TenderMolt Tender

Molt Tender

Similar to EarthrumblerEarthrumbler, Molt Tender will be useful in decks that want to exile cards from your graveyard. And at one mana, this will give you a head start in filling your graveyard to reanimate whatever you want.


Point the WayPoint the Way

Point the Way

Point the WayPoint the Way will be an auto-include in decks with Start your engines! as it's a way to get your speed started on turn one. This is crucial when you want to be at max speed and take full advantage of all your Start your engines! abilities by the time everyone else has finished playing out their setup pieces.

Also, Point the Way shouldn't be discounted in decks that don't care about speed. You can still increase speed through normal game actions like attacking and then sacrifice Point the Way to ramp up to four lands.

While it is slow, funny enough, a five-mana investment for four lands sounds like a pretty good deal to me. It's also a one-mana enchantment that can trigger Constellations, so I think it'll have applications outside of gaining speed.


Terrian, World TyrantTerrian, World Tyrant

Terrian, World Tyrant

Yes, I will talk about the five-mana 9/7 vanilla legendary, because I think it's funny. We've seen the popularity of Yargle and MultaniYargle and Multani skyrocket, not just because it's a funny card, but because Golgari has many ways to take advantage of creatures with a high power.

Terrian, World TyrantTerrian, World Tyrant won't be as popular nor as strong as Yargle and Multani, but mono-green can still make use of Terrian as a way to fuel some of green's most powerful draw engines: Greater GoodGreater Good, Return of the WildspeakerReturn of the Wildspeaker, Rishkar's ExpertiseRishkar's Expertise, etc.

If nothing else, it's there to be a threatening beater that opponents will have to worry about while you're building up bigger threats. And of course, green is the home of trample enablers, so commander damage is a real possibility with a creature so big.


The Finish Line!

That brings us to the conclusion of our broadcast today, folks! I bet you were on the edge of your seats like I was watching our racers put their lives on the line for the coveted AethersparkAetherspark.

Let me know which of these green spells were your favorite and which you'll be adding to your decks. I'll see you at the next race!

Joshua Wood

Josh is a creative writer that started playing Magic when Throne of Eldraine was released. He loves entering combat and pressuring life totals, and to him, commander damage is always relevant. Outside of brewing many commander decks, he can be found prepping his D&D campaigns with a cat purring in his lap.

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