Aether Swooper


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

Printings View all

Set Rarity
Aether Revolt Common

Combos Browse all


Aether Swooper

Creature — Vedalken Artificer


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.

View at Gatherer Browse Alters

Price & Acquistion Set Price Alerts

Cardhoarder (MTGO)

0.01 TIX $0.01 Foil


Have (1) hosshughes
Want (0)

Recent Decks

Load more

Aether Swooper Discussion

Brannan on U/B Improvise

2 weeks ago

I would recommend Ornithopter to get a 0 drop for artifacts, so you could improvise earlier. Also Aether Swooper might be good, because its a turn 2 drop that can hit with flying but also give you a thopter to help with improvise.

Bano42 on Ancient Energy

2 weeks ago


I am going to give all three of those cards consideration. Especially Metallic Rebuke and Bastion Inventor.

I can always work Improvise cards into the deck using little Servos, courtesy of Aether Swooper, giving Metallic Rebuke and Bastion Inventor a ton of value. Bastion Inventor is an Artificer on top of having Hexproof, which means he can give me energy through Era of Innovation.

I'm not sure that I am quite as fond of the Whir of Invention. I like the use of the card, but Inventors' Fair is actually a bit better I think at searching cards in this deck. It's a little bit cheaper on the mana, plus it provides some Life-gain.

Really solid suggestions, thank you!

oMass_Assassin on The Energy of Rhonas

4 weeks ago

Ah, yes, she definitely loves green and her first deck with a modern stompy deck which is pretty simple; play creatures, pump them up, and win the game! I know she liked blue flyers in the pre-releases we have done and I suppose that is where her affinity for blue came from. Before this deck, we built a bant deck because she liked what bant stood for on Alara. The initial build of this deck had 4 Bristling Hydra and was the main win condition, but the deck was still too slow and lacked interaction. By the end of the game, two hydras would often be in her hand or on board, and usually one is enough to end the game. Because counterspells take some getting used to the timing, we stuck with going lower to the ground and beating decks before they could remove all threats. Giving some creatures flying, or going wider and drawing multiple smaller creatures to play out seems to be working pretty well. Your version does seem very good and Elder Deep-Fiend is a great card, but would take some getting used to for her. We may one day adapt the deck to play them, but for now wanted to keep it easier. I realize that Aether Swooper is not very exciting, but giving two energy when it came in made it better than Empyreal Voyager and Skyship Plunderer, and hopefully the Longtusk Cub or Bristling Hydra can use it immediately. It also can make a chump blocker so you can keep swinging in. As for the side-board, very few cards would actually be used by her and although counterspells would be great, I only left Negate in for control matchups at fnm. I didn't want to give her two options of counterspells yet, and I think Negate is better for her, since she can play a creature basically every turn. She was excited to see the new Nissa, Steward of Elements in her decks colors, so we are just trying it in the deck, but not sure how it will do. Other planeswalkers in the sideboard would be a good addition, but cost a little too much to mostly sit there until she is comfortable with the side board. I appreciate the advice though! Just recently I had her finally okay with adding red which would have made deck building with removal so much easier, but I also tried building this odd build, and I think it is really fun to play a cub, give it flying, and draw more and more cards while adding to the board. It is pretty fun!

abby315 on The Energy of Rhonas

4 weeks ago

Pretty sweet build! I'm glad she likes Simic like me :) In my opinion, you'd be better served mainboarding all 4 Bristling Hydra and perhaps a second Skysovereign, Consul Flagship and taking out the Aether Swoopers. Hydra is faaaaantastic! I play a temur build here: Temur Energy B-B-Beats with Elder Deep-Fiend, which is a pretty budget and really great card you could look into.

I'd also exchange the Chilling Grasps and Cartouche of Strengths in the side for 4 Essence Scatter, and maybe pick up a Lifecrafter's Bestiary or similar card (second copy of Nissa? Kiora, Master of the Depths? any card advantage permanent) to replace the Bristling Hydra you moved.

Best of luck to ya!

jawz on first deck attempt

2 months ago

Building a deck with all the cards you like is a good way to go even for experts. Sometimes you just need to get a feel for how your favorite cards work before you find a good direction to build into a deck.

To start out, I'd suggest just trimming this deck down a bit. Get it down to 60 cards, with 22-24 lands. Focus on a small handful of the cool cards and get them up to 4 copies in the deck so you can run some sample hands and see how they show up. Set aside some of the other cool cards for now. You can swap them in later.

You can get into some headaches in testing if you have all funky cards and no good basic functional cards. For example, a lot of your cool cards are 5, 6, even 7 casting cost. You get too many of them too early, and the fun in your deck breaks down as you sit there turn after turn doing nothing cool. I'd suggest using 4 copies of cards like Filigree Familiar and Aerial Responder and Aether Swooper and Toolcraft Exemplar and Isolation Zone to fill in around the cool cards you want to focus on trying out.

Another good basic tool is Evolving Wilds, which helps you avoid situations where you draw only one color of land. Replacing 2 plains and 2 islands for 4 wilds should help your testing be more consistent.

Also, Tapped Out has a lot of decks you can search for how other people are playing the cards you want to play. You can get a good sense for what good combo cards there are for your favorites and how a good deck can be built around it just by browsing around.

As for your question about Aerial Responder and so on, from what I've seen in the recent trends in standard decks, people aren't using them so much because there are other card combos that are proving much more powerful. I've seen a rare deck tinkering with pairing Aerial Responder with Odric, Lunarch Marshal, and Authority of the Consuls has been a minor sideboard card against some of the most powerful combos (mainly the Saheeli Rai - Felidar Guardian infinite cats combo), but even there it's not that effective. That's not to say they aren't good cards in their own right, it's just that really competitive players tend to be cruel to less-than-overpowered cards. But just for casual play I'd suggest you use the good cards and sprinkle in your good cards for now while you build up your feel for the game.

Good luck!

Jagd_Tallgeese on Red/Blue

3 months 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 months 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.


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.

Load more