Aerial Modification


Format Legality
Pre-release Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Aether Revolt (AER) Uncommon

Combos Browse all

Aerial Modification

Enchantment — Aura

Enchant creature or Vehicle

As long as enchanted permanent is a Vehicle, it's a creature in addition to its other types.

Enchanted creature gets +2/+2 and has flying.

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Aerial Modification Discussion

colton815 on "Vehicle Tribal"

1 month ago

"tribal" refers to creature type, and "vehicle" is not a creature type. 2 major things i notice. first is that you run 2 of almost everything. pick the best ones and run 4. it will make the deck more consistent. the second is your mana base. i know you said the deck was made with just random cards you had lying around, but the mana base could be greatly improved with dual lands. you'd want Arid Mesa, Sacred Foundry, and Clifftop Retreat. Aerial Modification is too expensive to cast with only 22 lands.

Deltis on Blue/White Kaladesh Energy

3 months ago

It only takes 15 energy to have Pummler be a 32/32, and 12 will take him up to a 16/16. Both without pump spells. There are also some pump spells in white. Built to Last (probably the best for Pummeler in white), Inspired Charge, Conviction, Alley Evasion, and Aerial Modification.

As far as removal, all the good stuff in your colors are outside of kaladesh, but there are a few pieces that might be worth playing. Skywhaler's Shot, Impeccable Timing, Fumigate, and Thopter Arrest for creature removal. Decommission and Fragmentize for artifact and enchantment removal.

Flyboarg on Road Rage Revolt

6 months ago

Please add Siege Modification and Aerial Modification. I have a deck like this and cards like this will make it so easy to win

NobleGhost117 on Mighty Garbage

6 months ago

If you're committed to the Consulate Dreadnought being in the deck, then you're going to want an easy way to crew it. Cards like Aerial Modification and Peacewalker Colossus really spice up the Dreadnought in some sneaky ways. If you don't know what to take out to put different cards in, your God-Pharaoh's Faithful is surprisingly meh in a competitive deck.

subzero719 on R/W Aggro Consulate Dreadnought / Turn 3 Win

8 months ago

After Reviewing my build I never actually had 4 Lupine Prototypes, I ran 3. My reason for 3 over 2 is that in a pinch I will just fling one at something. I can activate a vehicle with a lupine then fling at the opponents biggest blocker to get that 7/11 dreadnought through. Flinging for 5 is also pretty good when you arent sure if you can finish them off in the same turn.

I definitely recommend 4 Flings, since it only gets more powerful when you use built to smash and Seige mod. I find typically your opponent will do everything they can to get rid of a crewed vehicle. having fling in the hand makes any loss of vehicles a gain.

As for Depala, she is a 3 drop so it is hard to play her over a peacewalker or a caravan so I only run 2. When u do have one it is a solid buff to mostly everything on the field. vehicles and other dwarves all get +1 Depala plus a vet motorist makes a 9/14 dreadnought plus if you have a dead draw, she can fill your hand with extra creatures or vehicles. this deck should see a dwarf or vehicle every 2 to 3 cards.

I would cut Aerial Modification. even with a caravan out you are putting aerial mod out on turn 4 when you could pull off a lot more by crewing, built to smash, seige mod and fling. at CMC 5 I just dont see its value. I could say the same for Start Your Engines but thats just my preference. I like having more low cost options in hand than dumping mana into a single spell.

I also run Bomat courier for that extra bit of damage or crew strength that you sometimes need. I have played quite a few games where I get a T1 Toolcraft and a T2 Bomat with Built to Smash, thats 7 damage on T2. That often will leave your opponent dead by T4/T5 depending on the next plays. Playing Bomat Courier also allows me to get some extra draws when I have to many vehicles in hand, and it allows me to play Spire of Industy reliably on early turns.

Lastly I too have experimented with Consul Flagship but I find this deck to be too aggressive to run it at 5 mana. Maybe a Glorybringer would be better for it's haste and 4 damage to a creature.

NobleGhost117 on Depala's go-karts

8 months ago

Not bad, I just have two comments. You may want to drop an Aerial Modification for another land. You also might want to add some removal cards to your sideboard (cards like Shock/Magma Spray or Fragmentize)

Motys on need a ride?

8 months ago

Gearshift Ace -> Sram, Senior Edificer, you will run out of fuel too quick

Demolition Stomper -> Consulate Dreadnought, 6 cmc vehicle just won't work.

Chief of the Foundry -> Veteran Motorist, vehicles are big without help of the chief, veteran can crew heart of kiran + scry is always nice

Aerial Modification - just no, no, no, no. Siege modification is okay cause its 3CMC, Start Your Engines might be better choice.

How about Needle Spires?

cabal_patriarch on The Wheelchair Party (Primer)

9 months ago

I'm trying a similar deck as well: Vehicles & Mods. I would say the biggest cards I found useful that you might like are Built to Last, Built to Smash, Aerial Modification, and Siege Modification.

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