Aetherdrift (DFT) Limited Review: Green

Aetherdrift (DFT) Limited Review: Green

GY_Player
February 6, 2025·Limited > DFT·- views

Note: This article was translated from Chinese by AI and may contain errors. Read the original Chinese version.

Aetherdrift (DFT) will hold its prerelease events on February 7, 2025, and officially launch a week later on February 14, 2025. Want to learn more about how each card rates in Limited, with recommendations? Then check out this series of DFT Limited reviews!

Rating Scale

5.0: An unconditional first pick that brings you close to winning on its own.
4.5: An unconditional first pick if you are in the right colors; brings a huge advantage.
4.0: Worth first-picking. Great synergy with the color pair’s theme, and can be the deciding card for splashing / switching colors or moving into the color pair.
3.5: The set’s top uncommons and commons, plus other cards of sufficient power. Good synergy with the color pair’s theme, and a key card for moving into the color pair.
3.0: An important card for the color pair’s theme, or another above-average card that you want in your final deck.
2.5: Average. Usually a decent curve filler.
2.0 to 1.0: Below average. You generally lean toward leaving it out, and can use it as filler when necessary, but not too many.
0.5 to 0.0: Unplayable. Basically don’t play it; putting it in only helps you lose.

Ratings

Afterburner Expert
Score: 4.0
Comment: High power while also being able to repeatedly jump back from the graveyard, making it a very hard threat to deal with.

Agonasaur Rex
Score: 4.0
Comment: An 8/8 trampler for five mana is simply terrifying, and the three-mana cycling is protection plus a pump with no loss of resources. Both uses are strong!

Alacrian Jaguar
Score: 2.5
Comment: Vigilance matters a bit more in this set, and a 6/6 body once saddled already counts as big in this set.

Autarch Mammoth
Score: 3.5
Comment: On entering it’s already a six-mana 8/8, and on top of that it can keep making more! Unfortunately, the saddle cost is a bit high.

Beastrider Vanguard
Score: 3.0
Comment: Early on it’s a curve filler, and in the mid to late game it can turn excess mana into resources, which is very strong.

Bestow Greatness
Score: 2.0
Comment: The cost is too high for a combat trick, and it has low flexibility.

Broken Wings
Score: 2.5
Comment: This set is an artifact environment, so you needn’t worry about having no targets to kill, and you can put it straight in the main deck.

Defend the Rider
Score: 2.5
Comment: A very flexible protection spell. Making a person at instant speed to crew a Vehicle can produce unexpected defense.

District Mascot
Score: 3.0
Comment: In an artifact environment you needn’t worry about having no targets, it also gets a boost from the Vehicle/Mount theme, and if you slam it on turn one you have a chance to snowball.

Dredger's Insight
Score: 2.5
Comment: If the first ability does something, consider it a bonus. The second ability can basically grab the thing you most want in Limited. There are some graveyard-related cards (such as Afterburner Expert, Earthrumbler, Loxodon Surveyor), and when you have those cards its priority can go up.

Earthrumbler
Score: 3.0
Comment: The body is ridiculously good, the pinnacle of the creature war. This set has cycling abilities so you needn’t worry too much about the activation cost, and crewing with three power isn’t too hard either.

Elvish Refueler
Score: 3.5
Comment: Being able to activate the Exhaust effect repeatedly is strategically valuable. At worst it’s four mana each turn for two +1/+1 counters.

Fang Guardian
Score: 2.5
Comment: Flexible on defense, but not so good the rest of the time.

Fang-Druid Summoner
Score: 2.5
Comment: Although it doesn’t lose you a card on entering, a vanilla creature has to be good enough to play. There’s no need to play a bad vanilla just to fill out your deck.

Greenbelt Guardian
Score: 3.0
Comment: In decks that value speed, granting trample is very important. In the mid game you can use the Exhaust ability to make its body keep up with the board, which is also a strong ability.

Hazard of the Dunes
Score: 3.0
Comment: The trample ability helps raise your speed, while reach stops your opponent from using flying creatures to raise theirs. The Exhaust activation cost is a bit high…

Jibbirik Omnivore
Score: 2.5
Comment: It’s just a vanilla. It’s an option to consider in an environment that emphasizes early tempo, and besides, there are other possibilities for synergy.

Loxodon Surveyor
Score: 2.0
Comment: The worst in its cycle. Sad.

Lumbering Worldwagon
Score: 3.5
Comment: Note! It can search for a land both on entering and when attacking! With normal land drops it’s a 6-power attacker by turn four. It hurts a lot.

March of the World Ooze
Score: 4.5
Comment: On entering it directly boosts the stats of every creature on the board sky-high. It isn’t a five only because of the heavy color requirement.

Migrating Ketradon
Score: 2.5
Comment: Being able to cycle it is pretty good, but it’s a real shame this body doesn’t have trample.

Molt Tender
Score: 2.0
Comment: Only decks that really need a graveyard would consider it, but this set’s graveyard theme isn’t very obvious.

Ooze Patrol
Score: 2.5 / 3.0
Comment: Without special pairing it may be just a 3/3 on entering, but in Black-Green it can reach a very high ceiling, especially since bodies in this set are generally low.

Oviya, Automech Artisan
Score: 3.5
Comment: Giving the whole board trample is useful both for raising speed early and for dealing damage late, and being able to put big creatures / Vehicles onto the battlefield without casting them at instant speed for a low cost can quickly widen the gap between the two boards.

Plow Through
Score: 3.0
Comment: A rare fight spell, and it’s also very efficient at taking down Vehicles.

Point the Way
Score: 2.5
Comment: The only green card that starts your engine on turn one. Being able to activate it without waiting for max speed is quite good, and if you search for a land at speed 2 you don’t lose anything.

Pothole Mole
Score: 2.5
Comment: A good graveyard-filler in Black-Green decks, but in other color pairs it’s optional.

Regal Imperiosaur
Score: 3.5
Comment: This body has basically no opponent in the early and mid game. The Dinosaur in the same set is already so big it doesn’t need +1/+1, so just treat it as a high-stat vanilla.

Rise from the Wreck
Score: 3.0
Comment: A resource card that at best can be a one-for-four, but in actual play don’t try to squeeze out full value; a one-for-two is already no loss.

Run Over
Score: 3.0
Comment: One mana (with a chance) + instant + one-sided fight: green’s best creature removal.

Silken Strength
Score: 2.0
Comment: The ideal case is to crew a Vehicle with a creature and then attach it to a tapped creature, making two blockers at once. A rather passive combat trick.

Stampeding Scurryfoot
Score: 2.5
Comment: Cards in Limited that give a two-for-one are usually not too bad; just treat it as a five-mana 3/3 + 2/2. (The two creatures can also crew/saddle separately.)

Terrian, World Tyrant
Score: 3.0
Comment: What a body… and for only five mana, the strongest vanilla creature.

Thunderous Velocipede
Score: 4.5
Comment: If it isn’t removed it’s no different from winning, and the stats it adds are ridiculously high. Again I docked 0.5 because of the heavy color requirement.

Veloheart Bike
Score: 2.5
Comment: A decent ramp artifact that can join combat after completing its ramp job. Remember that if you crew with it, summoning sickness means it can’t produce mana the turn it enters.

Venomsac Lagac
Score: 2.5
Comment: Deathtouch gives it basic trading ability, and when saddled, attacking greatly lowers the defender’s willingness to block. Block with a four-power creature? A two-drop trading for a four-power creature, that’s a win. Block with two creatures? A one-for-two, even better.

Webstrike Elite
Score: 3.5
Comment: A removal spell that doesn’t lose resources, can’t be countered, and is instant speed, and it can also serve as an early curve play that holds off most fliers. Super strong.

Conclusion

Because of the set’s mechanics (mainly the speed mechanic), I think the pace of this set leans toward the early game, using combat tricks and evasive creatures to reach max speed, and green isn’t very good at either. But if it comes down to competing on bodies and resource quantity, green is very competitive!

This last part has nothing to do with the Limited environment; it’s just something I felt like saying.
I got into Magic: The Gathering during the Aether Revolt era, and coming back after so long to the time I started, I suddenly feel a bit sentimental. As a high schooler when I got into the game, I never would have imagined that one day I’d run a website together with a group of like-minded fellow players (and even work in the related industry), making even the tiniest contribution to the game I love. Looking back over these eight years of playing Magic, I’ve met so many people along the way, and I’m truly grateful to everyone for their company! We’re going to play Magic for the rest of our lives!

GY_Player
GY_Player
Has dabbled in Standard, Pioneer, Modern, Pauper and Commander (multiplayer, Duel Commander, Oathbreaker, cEDH, PEDH).
Jack of all trades, master of none.
Forever in love with graveyard decks, though what I actually play most is tempo.
Building a Cube lately.
Title
Aetherdrift (DFT) Limited Review: Green
Author
GY_Player
Created at
February 6, 2025
License
This work is licensed under CC BY-NC-SA 4.0 .

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