Aerial Guide

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation (HOU) Common

Combos Browse all

Aerial Guide

Creature — Drake

Flying

Whenever Aerial Guide attacks, another target attacking creature gains flying until end of turn

Price & Acquistion Set Price Alerts

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Aerial Guide Discussion

Ricci on Bolas Midrange

3 months ago

Hi oldmanm0nk3y, thank you for your comment. No, I'll use this deck tomorrow in the Standard Showdown. What do you think I should do? I could add some Lightning Axes or Unsummons to have even more control... Or more creatures, like Glint-Sleeve Siphoner, a fourth Earthshaker Khenra maybe, some Aerial Guides that play well with the Eternal of Harsh Truths?

Izu_Korasu on Flying High

5 months ago

yea 32 lands is overkill, control decks only run ~26 and your an aggro-midrange deck with an average cmc of 2.44 ... 23 lands should be more then sufficient (especially with no real demands for leaving mana open) but you can get away with 24 if you prefer ... (i would drop 6/5 islands and 3 plains)

that being said, it feels like you have a main goal, then alot of filler cards that seem redundant or dont really do what you need them to do.

cards like Aerial Guide, Aven Wind Guide, Mighty Leap and Cartouche of Knowledge give flying to an already mostly flying deck, and Slither Blade, Fan Bearer and Cartouche of Solidarity are okay but feel like they belong in a different deck, with a different goal.

[dauntless aven] does feel like a good fit for the deck, and you can shift the deck to make cards like Aven Wind Guide more useful with cards like Oketra's Monument to make the ability more relevant, and Glyph Keeper as a solid finisher.

id also consider running some countermagic, even if its just Supreme Will, Turn Aside or Failure and maybe consider Cast Out.

Drag0nDude on Flying High

5 months ago

Cool deck! +1 from me.

WHAT TO TAKE OUT:Aerial Guide and Mighty Leap are not very good because most of your creatures already have flying.Slither Blade doesn't really seem to fit with the rest of your deck.Cartouche of Knowledge isn't great for the same reason as Aerial Guide. I think Cartouche of Solidarity is ok, but I would not run 4, so you should probably only run 3.

WHAT TO PUT IN:Definitely go up to 4 copies of Angel of Condemnation. This card is AMAZING value at only 4 mana, acting as a good attacker and blocker, as well as a form of removal. 3 Dauntless Avens (There is no picture for this i guess) have a better effect for this deck than Aerial Guide. Add an extra copy of Angel of Sanctions, as it is just such a great card. Judging by the decklist, I am guessing that you are trying to make this deck safe from rotation. However, I would run 4 Kitesail Scout to replace the Slither Blades as a low cost flyer. This card is only like 5 cents, so the investment is worth it.

With these suggestions, if my math is correct, these changes should bring you to 36 nonland cards. I would just cut 4 Islands and 4 Plains to bring you to 24 lands.

OTHER SUGGESTIONS:If you are willing to spend some extra money and don't mind rotation, Archangel Avacyn  Flip is an awesome pickup for your deck. If you need more finishers, Glyph Keeper is a heavy hitter and is hard to get rid of.

Nice deck! I hope my comment helps :-)

LittleBlueHero on How was your prerelease?

5 months ago

Repeated from another thread I'm on.

Pre release went meh. I was 2-2 in grixis. 6 players pulled and played bolas including myself... Seriously.

Of my 4 games 3 were against black white zombies. The other deck was black red.

Observations:

Black is hard not to play with its removal suite at common. Same thing for red. I didn't see anyone not playing at least one of those colors.

As predicted the format loves combat and hates blocking. So. Much. Menace.

The aggressiveness of the creatures in the set are balanced somewhat by the crazy amount of removal.

All-stars:

Unquenchable Thirst . By chance I never lost a game i got to play this. There is so much recursion with embalm, eternalize and zombies/the gods. "Removal" that doesn't put things in the yard is great.

khenra scrapper. There was never a time I felt bad casting this and I hated seeing it dropped on the other side of the table. With all the removal it was rare my opponents COULD block this and rarely chose to do so because it was almost always a two for one when exerted.

Underachiever:

Aerial Guide . If I was ahead this was an OK play. If I was behind it never seemed to do enough. Most times I cast it was as an emergency blocker but it's stats weren't good enough most of the time.

LittleBlueHero on Hour of Devastation Spoilers

5 months ago

Pre release went meh. I was 2-2 in grixis. 6 players pulled and played bolas... Seriously.

Of my 4 games 3 were against black white zombies. The other deck was black red.

Observations:

Black is hard not to play with its removal suite at common. Same thing for red. I didn't see anyone not playing at least one of those colors.

As predicted the format loves combat and hates blocking. So. Much. Menace.

The aggressiveness of the creatures in the set are balanced somewhat by the crazy amount of removal.

All-stars:

Unquenchable Thirst. By chance I never lost a game i got to play this. There is so much recursion with embalm, eternalize and zombies/the gods. "Removal" that doesn't put things in the yard is great.

khenra scrapper. There was never a time I felt bad casting this and I hated seeing it dropped on the other side of the table. With all the removal it was rare my opponents COULD block this and rarely chose to do so because it was almost always a two for one when exerted.

Underachiever:

Aerial Guide. If I was ahead this was an OK play. If I was behind it never seemed to do enough. Most times I cast it was as an emergency blocker but it's stats weren't good enough most of the time.