Aether Swooper

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal
Pauper Legal

Printings View all

Set Rarity
Aether Revolt Common

Combos Browse all

Tokens

Aether Swooper

Creature — Vedalken Artificer

Flying

When Aether Swooper enters the battlefield, you get (two energy counters).

Whenever Aether Swooper attacks, you may pay . If you do, create a 1/1 colourless Servo artifact creature token.

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Aether Swooper Discussion

Jagd_Tallgeese on Red/Blue

2 weeks ago

Harnessed Lightning would be a great addition to the deck, and Aether Swooper can do the same job as Aether Chaser, but is has flying.

DEDmaster on Blue Red Energy Thopters

3 weeks ago

let me start by saying play style is very important. the way you like playing is good for the way you build decks. In turn it will allow you to play more fluid so you dont make big miss plays. that the important part of playtesting. Is so you have a strong play style. And if energy is the way you want to go. play with options that will let you provide more, but if thopters and going wide is the way you like playing the focus on that. but most important when you playtest learn what you like to do. and then figure out how you can make that happen more. even if it doesnt make sense.

one of the things WOC does to help the players is often missed. but they build the art around the cards they want to play with each other. Built to Smash combos well with Electrostatic Pummeler Because built to smash gives pummeler the extra power it needs to trigger off. And gives it the trample if it hits a road bump on the way. Alot of player will notice this. but one of the thing WOC does to let you know this is the art.

example

Electrostatic Pummeler

notice the fist and the shape of the head.

Built to Smash

Notice the one Smashing is Electrostatic Pummeler

This is how they build the game. It may not always work with the meta at the time it is played. but it is always a good combo to look out for.

that being said. Built to Smash doesnt combo well with thopters. it does combo but its not a strong hold play. you would get a 4/4 flyer with trample but if they are not playing other little flying thopters the trample will not be a value play. But that is a good enough play to include it in the side deck.

Decoction Module - Whirler Virtuoso - Panharmonicon is an infinite that is totally worth playing you have 6 energy on the drop of Whirler Virtuoso, pay and then its keeps refilling your energy with Panharmonicon, and Decoction Module. totally a good play. I win FNM with my deck all the time.

The thing that I think is the huge issue with this deck is that you see the combos but the combos dont have synergy with each other. Dynavolt Tower is awesome and plays so sweet, and Whirler Virtuoso is just as good if not even more. But the combo together is not there. You want one or the other to play off if you have energy from Whirler Virtuoso you want to play thopters And if you have energy with Dynavolt Tower you want to deal damage. But if you play the energy from Dynavolt Tower you wont have the energy to play Whirler Virtuoso and vice versa. So it will make you have more miss plays. Which you are trying not to do, but it happens. just dont put in plays that will let that happen. the same goes for Aetherworks Marvel

So I would pick one or the other. the same is happening with your early drops Aether Swooper and Aether Chaser. You get energy but if you play them then you might have a miss play. the fact that they only produce once is an issue and the cost is the same as they produce. So I would replace those with something that is more effective. like Shielded Aether Thief it blocks almost everything on the ground. And every time it does it produces more. with the card draw letting you get to the more important plays. but its is a strong hold until turn 5 or 6 for your ground.

Inventor's Apprentice could be alot of value in the early game. As a inch of damage for early play wins. But the biggest issue is on turn two you have no artifacts to pump it. unless you drop a Ornithopter on the same play which is to much hoping for one game. you need a playset of both to not be wishing you had it in play.

Deadlock is sweet but the fact that it comes in tapped slows it down and makes the card bad.

I know that this is long but last one.

Metallic Mimic is really fun with thopter play. but it doesnt have a strong stance in this deck. maybe if you played a playset and switch out something for more Vedalken types that could be a strong play but I feel like that is another deck.

sorry for the ramble. I hope what i said helps looking forward to seeing where this is going.

WizardLogic on Monothopters [Frontier]

3 weeks ago

I know you dislike the idea of Hangarback Walker, but it honestly poops on control decks. Resolving it on turn 2 and forcing them to commit a removal spell instead of building up card advantage is good tempo swing, and if they don't bother popping it early the 2-3 thopters it makes are great against their planeswalkers or big targeted removal spells, and are also resilient to sacrifice effects. Hope of Ghirapur is also good against control shells, as they are forced to kill it or let you sac it for value and stop them for a turn cycle. Phyrexian Revoker can be used to shut down pesky artifacts or planeswalkers, and they are forced to commit a removal spell for it. Smuggler's Copter is also quite good, it dodges sorcery speed removal, loves wearing ensoul or carrying a sword, and provides you a way to ditch dead draws and turn them into real cards.

If Jeskai Black is proving to be dominant in your meta, it could also be worth it to include creatures that generate incremental value, or have built in resiliency, such as Aether Swooper, Bastion Inventor, Trophy Mage, Glint-Nest Crane, Filigree Familiar, Padeem, Consul of Innovation, Quicksmith Spy, and Treasure Keeper.

If all else fails, fight them over spells resolving with Unsubstantiate, Negate, Metallic Rebuke, Disallow, and Dispel.

Hope brainstorming goes well, good luck beating Jeskai Black!

Freezingfist on Improvise Eldrazi Sac Deck

1 month ago

Hmm, interesting build SpyderPrime.

My first impression that that you'd need a ridiculously lucky opening hand to get this to work.

I like the idea, but I think you have too many high cost eldrazi and not enough ways to make them cheaper.

I'd add more low casting cost artifacts to really make the most out of improvise. Hope of Ghirapur Prophetic Prism(mana fixing and card draw) Augmenting Automaton. I'd also add Reverse Engineer for more tasty card draw.

I'm looking for something that pukes out servos... but I'm not seeing anything great... maybe Aether Poisoner or Aether Swooper, but they make you kind of energy dependent, which would require a slightly different strategy. Servo Schematic isn't bad, but it's better if you have ways to bounce it in and out of the graveyard.

A full playset of Metallic Rebuke could probably help you get past some of those troublesome things while you build.

Lastly, I'd add more land. In the case that the game goes long and you get enough land, you could hardcast the eldrazi if you can't Improvise them out.

Just some quick thoughts. Have you tested this? What's your experience with it?

Obial on Improvised Angels!

1 month ago

If you're going for an improvise deck, I would recommend pulling the energy cards and focus on getting a few more artifacts into your deck instead. I thought Ornithopter would be a good fit for an improvise deck as well, but it turned out to be a bit of a bust. I would recommend adding more Bone Saw's or Cathar's Shield instead.

Bring Consulate Crackdown and Fumigate down to one each in your mainboard and put the others into your sideboard. Add one more Metallic Rebuke and then a couple Reverse Engineer's. Maybe run one or two of Baral's Expertise since it would allow you to play one of your Gisela's for free.

I would drop Aether Swooper, Devilthorn Fox, Ornithopter, Thing in the Ice  Flip, and Thriving Turtle from your creatures list and add Wind-Kin Raiders, Bastion Inventor, Gearseeker Serpent, and Treasure Keeper instead. If you have more Toolcraft Exemplar, put those bad-boys in: I would shoot for running a full set of them if you can.

To keep with the artifacts theme, maybe add a couple more Implements since they also help with card draw in addition to other things. If you wanted to add a splash of black, you could always consider Prophetic Prism or Spire of Industry and use Implement of Malice instead of the other ones. That would also allow you to run Fatal Push in your deck or sideboard as well.

I would also consider Thopter Arrest, Disallow, Dispel, and Negate as additional sideboard cards.

Hope that helps :]

SlimJim83 on Flying Tezzerets

1 month ago

Aether Swooper might help. It's a blue 2 drop flyer that can create servos when your swing with it. It might replace Skyship Plunderer or sit in the sideboard if your improvise isn't going off fast enough. Everything in black that makes servos seems really out of place here or will move your curve in the wrong direction. Overall it looks like a solid build.

MangaVentFreak13 on mechanized panharmonicon

1 month ago

Wow. Just wow.

Um, mana base: Spire of Industry, Concealed Courtyard, Aether Hub, Sunken Hollow, Prairie Stream, Port Town, Choked Estuary, Shambling Vent, Forsaken Sanctuary, Submerged Boneyard and Meandering River. There are so many choices, pick your poison. Trust me, it'll help.

Control: You mentioned the early game is weak. It is. Control helps with that. Whether Fatal Push, Grasp of Darkness, Anguished Unmaking or something like that to kill creatures or something like Disallow, Void Shatter, Metallic Rebuke, or Negate to disrupt your opponent. Then you have cards like Anticipate, Prophetic Prism and Glimmer of Genius to help filter your deck in addition to Glint-Nest Crane to search for your combo pieces, (especially since Glint-Nest will bottom your Mechanized Productions). Speaking of which, I think you need more artifacts.

Early Game: Thraben Inspector is a good card, and a wonderful way to start off the game. Aether Poisoner doesn't really put any pressure on your opponent though, so what is she there for? If you have her for her deathtouch then why aren't you running Gifted Aetherborn? If you have her to make Servos, I think Hidden Stockpile will make more. Energy, maybe Live Fast and/or Die Young, or Shielded Aether Thief have a bit more utility. Hell, I think even Aether Swooper is better at making servos and energy than it.

Mid game: As much as I like Pilgrim's Eye I don't really think it's where you want to be. I think at that point in the game you probably want to be thinking about blocking creatures or searching/filtering for the combo. Though it is an artifact that you can grab with Glint-Nest Crane which is worth noting. A really convenient blocker would be Weaponcraft Enthusiast, giving you 3 blockers for the price of one or Eldrazi Displacer if you were actually serious about running it. Not only does it block but it can also stall by tapping your opponent's creatures. Felidar Guardian and Thought-Knot Seer I personally feel work best with alternative ways to use their effects so I would recommend Eldrazi Displacer and also Essence Flux so you can bounce them at instant speed for cheap.

Additionally, I'm iffy on Demon of Dark Schemes. I like the card but I think you would have to build around it more to justify it more. Like if you have a board of 3 Servos and your opponent has one creature you can kill (there are a lot of things running around with 3 toughness these days) then sure running it is great! But it's a huge mana investment, especially with the lands you are currently running. I personally would go more for Herald of Anguish and play it with some early game artifacts like clues, servos or Prophetic Prism, Cogworker's Puzzleknot, or Servo Schematic to get it on the battlefield sooner.

Hope some of that was helpful. Honestly I like your deck.

Firebones675 on Zant150

1 month ago

Hi,Saw your comment on my post. That symbol represents energy, a mechanic exclusive to the kaladesh/aether revolt sets. Here's how it works using Aether Swooper as an example.

When it enters the battlefield you get 2 energy counters. These aren't tied to a specific card so you keep the energy even if the card that generated the energy leaves play. It also has an ability that allows you to spend energy. When you attack with it you may choose to "spend two" energy by using up 2 energy counters. If you do you get a servo token. It's also worth noting that if you were to get energy from a different card, you could spend it on aether swooper. He doesnt care where it comes from as long as you have it.

Hope that helps! If it doesn't, feel free to drop a message on my profile and I can walk you through it a bit more.

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