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.
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Aether Swooper Discussion
2 weeks ago
First things first, you should change the format of the deck to casual since Counterspell is not legal in Modern.
With that being said I think the idea is neat but you need to streamline your deck. the more 3's and 4's you have the better consistency your deck is going to have. Drop a lot of the mediocre 2's like
and go up to 3's and 4's of the better cards like
Some other good Artifact stuff you may have overlooked
1 month ago
Rilikb, welcome to Tappedout!
Because of your budget and not having access to dual lands I recommend you go with only two colors and if you must a small splash of the third with help from Aether Hub, Spire of Industry and Prophetic Prism. I wouldn't use four colors without having a lot of dual lands. You'll also going for an aggro strategy; the more colors you use the worst it will be. Not being able to play your cards when you want to. Aggro is about filling the battlefield with power in the early game using aggression, you don't want your manabase to slow you down at this stage of the game.
Consider changing your deck into two colors, blue and red possibly including a small black splash for Tezzeret's Touch keeping the artificer strategy with Inventor's Goggles, but also including improvise. I recommend blue and red because these colors give you the most amount of good artificers out of the other colors. Good artificers in these colors are:
The strategy of playing artificers with Inventor's Goggles is nice, but consider expanding on this by also including artificers with improvise. Once you get Goggles on the battlefield being able to use it not only to equip for free to artificers, but also to help improvise is good. Pia Nalaar is a good artificer for the improvise strategy because she makes an artifact. The Servos that Swooper and Chaser can make can be used to improvise. Sweatworks Brawler is a great artificer with Goggles because Goggles can help to cast him ahead of curve as well as give him 4 power with menace and 5 toughness is also nice.
I'm not going to give you a complete list that's for you to decide, but here's the starting core I would use:
- 4x Inventor's Apprentice
- 4x Aether Swooper
- 4x Aether Chaser
- 3x Pia Nalaar
- 4x Sweatworks Brawler
- 4x Inventor's Goggles
- 4x Prophetic Prism
- 4x Highland Lake
- 4x Aether Hub
- 2x Spire of Industry
This core lets you be more aggressive with Goggles and Apprentice. Goggles with Swooper or Chaser into Brawler is a nice curve. I've included Prism because it's a cheap artifact that draws a card and it can fix mana for you. Prism is also pretty good with Tezzeret's Touch if you're choosing to include it. Bastion Inventor is another good artificer with improvise although not as good as Brawler, but hexproof is powerful. You're going to want some kind of cheap main deck removal there are a lot of options, Harnessed Lightning is the best as is Incendiary Flow, it's good and even though Flow is sorcery it's better to cover a wider range of creatures to kill.
Metallic Rebuke is an improvise counterspell it gives you a mid to late game ability to counter your opponent's big creature, Planeswalker or mass removal spell. Pacification Array or Deadlock Trap are artifact options to tap down creatures and other permanents. Array is a one drop artifact which can be used to improvise if you don't need to tap down a creature or artifact.
If you're looking to include some more draw as well as improve energy production Era of Innovation is an option since it works with both artificers and artifacts both are being played.
Good luck with your deck.
2 months 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.
2 months ago
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!
2 months 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!
2 months 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!
2 months ago
4 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.