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By: Kumagoro42, Gianluca Aicardi
Feb 01 2017 12:00pm
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I love this game. I love writing about it. Compiling lists about it. Evaluating it. Sometimes, I even play it. I'm an Accidental Player.

> summary <

 The saga of the Kaladesh inventors and their contraptions continues and, for the time being, ends with Aether Revolt, where the Consulate is challenged by a revolution lead by the Nalaar girls and the Avengers Gatewatch. All powered by the energy of the Aether, formerly known as Æther (thank the gods for small orthographic favors.)

 Being even less of a tribal set than its progenitor was, Aether Revolt involves a wide range of different tribes (41; for comparison, a large tribal set like Innistrad featured 48 tribes), each only getting on average just one new member. Apart for Human (as usual), only some of the plane-specific tribes maintain a larger influx, with Artificer, Construct and Dwarf remaining proportionally at their Kaladesh levels. Down go both Pilot and Gremlin, instead, with just a token presence for both, while better fate befalls the other Kaladesh debutant, Aetherborn, which keeps the same number of new guys, thus doubling its ranks. Among all this, Warrior passed from +5 to +12 additions, becoming the big Aether Revolt winner, to symbolize, you know, the revolt.

 Anyway, let's have a look at the new creatures and their tribes. As always, the focus is on all the Constructed applications, the tribes are listed alphabetically, but you'll find a hypertextual list at the end.

 Infodump

  • Cards: 194 (including 10 new cards only found in the planeswalker decks)
  • New cards: 187
  • New creatures: 100
  • Reprinted cards: 7
  • Reprinted creatures: 1 (Ornithopter)
  • Creature types affected: 41
  • Tribes with more than 5 additions: Human (+26), Artificer (+19), Construct (+13), Warrior (+12), Dwarf (+11), Elf (+9), Aetherborn (+8), Rogue (+7)

Advisor: +1

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 New Tribal Total: 44 online

 Related Tribes: Dwarf

 Impact of the New Additions: Medium

 Highlights: A member of the Experts Team, Sram is a new take and improvement over Puresteel Paladin, to the point that there already are successful Modern brews using both. The artifact side of his abilities appears to be the more appealing one, but I like that he's versatile enough that you can also pair him up with Kor Spiritdancer or vehicle-based builds. Plus, one has to love the use of the word "edificer".


Aetherborn: +8

   

   

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 New Tribal Total: 16

 Related Tribes: Artificer, Rogue, Vampire, Warrior

 Impact of the New Additions: Extreme

 Highlights: The second and for now final serving of Aetherborn provides the tribe with a more than decent lord in Midnight Entourage (tribal-based card-drawing can't be bad) and a bit of removal on legs via Vengeful Rebel. Not much else in this group, except for the tribal Expert, Yahenni, who's a few things going on. First, haste counterbalances the Gray Ogre cost and body; and then there's a definite chance to see him grow bigger (we're in black, after all, creatures on the other side of the board are bound to die); but what's possibly his most interesting feature is being a free sacrifice outlet for combo shenanigans, which might give him a home outside of tribal strategies too. With a CMC of 3, he certainly doesn't threaten to push Viscera Seer out of his job, but he fulfills the aggro role as well. The AER Atherborns also have a junior version of him in Defiant Salvager, which works for noncreature artifact hijinks too, but that sorcery speed is just bad.


Angel: +1

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 New Tribal Total: 134 (online: 133)

 Impact of the New Additions: Medium

 Highlights: All right, so any effect that changes the way the game ends does probably warrant a mythic spot, but this winged gal with a finely ornate helm costs as much as Platinum Angel and is harder to cast, so let's see how does she fare in the comparison. The main difference is that her ability is not a continuous effect, it's more like casting an Angel's Grace plus some lifegaining (I appreciate that the wording says "starting life" rather than "20 life", by the way.) This means that if you're going to lose to negative life total, Platinum Angel is just keeping you alive until dealt with, while Exquisite Archangel resets your side of the clock. Then again, it only means they'll have to deal with the Archangel and THEN send you to negative life, which is only marginally better. This seems to be the crux of it: they can just treat this as a Platinum Angel for all intents and purposes, and deal the finishing blow, be it either aggro- or combo-based, only after the Archangel is out of the way. On the other hand, this aspect goes to offset the main weakness of being exiled to prevent the loss of the game, thus missing her role as a finisher of her own: if they don't go for it to avoid restarting your life total, then she can beat them down with her superior body. I'm not entirely convinced, though, and feel she would be truly great had they given her flash on top of it, this way allowing her to also be an ersatz Angel's Grace in a pinch. Until proven wrong, I'd still go with Platinum Angel for now, mostly in virtue of it going into any deck, Cloudpost and Urzatron first and foremost.


Archer: +1

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 New Tribal Total: 65 online

 Related Tribes: Elf

 Impact of the New Additions: Low

 Highlights: This is not a terrible use of the new mechanic revolt on a French vanilla Gray Ogre, but it's still just a demo for the mechanic.


Artificer: +19

   

   

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 New Tribal Total: 98 online

 Related Tribes: Aetherborn, Dwarf, Elf, Human, Vedalken

 Impact of the New Additions: Medium

 Highlights: Thanks to Kaladesh block, Artificer has ascended to the Top 10 "jobs" in the game (after Wizard, Warrior, Soldier, Shaman, Cleric, Rogue, Knight, Druid, and Scout). The tribe doesn't celebrate with anything particularly juicy, but there's still a few decent additions here.

 Five of these new 19 Artificers are part of a common cycle of Aether-related dudes that gives you two energy counters and then use them to create a Servo when attacking; it's not a bad cycle at common and will certainly feature a lot in Aether Revolt Limited.

 Among the rest, we have some solid application of both the improvise mechanic (aka the artifacts' convoke) and the revolt mechanic (which is a variant of morbid that only cares for your stuff but works with exile and bounce effects as well.) Quicksmith Rebel and Quicksmith Spy form a mirrored pair, each giving a neat tapping option to some artifact you happen to have around, including a Clue. Along the same pattern, Scrapper Champion is a double striker that uses energy to grow (so it's already basically a 3/3), while Restoration Specialist is, potentially, double card advantage. Like I said, nothing spectacular, but nothing too awful either.


Assembly-Worker: +2

 

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 New Tribal Total: 4

 Impact of the New Additions: Extreme

 Highlights: There we are, the very obscure Assembly-Worker type (more widely known as "the thing Mishra's Factory turns into") suddenly passes from 2 to 4 members, thus becoming a playable tribe in Tribal Wars. The tribe debuted in Time Spiral with the lonely and very uninspiredly-named Assembly-Worker (essentially a nonland Mishra's Factory, i.e. a Mishra's Factory that didn't understand what makes Mishra's Factory good), and stayed that way until Kaladesh introduced a second one in Self-Assembler, an increment which now Aether Revolt doubled down on.

 

 It's not a great tribe or anything, especially considering they're all commons or uncommons, but I guess Cogwork Assembler has a sexy ability for colorless ramp decks, so there's that.


Beast: +2

 

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 New Tribal Total: 337 (online: 332)

 Related Tribes: Cat

 Impact of the New Additions: Low

 Highlights: Felidar Guardian is very similar to Glimmerpoint Stag, same CMC, same color, but its flicker ability is actually Flicker, it doesn't have to wait until the end of turn to get the permanent back. This comes at the price of worse stats, no vigilance, and no way to use it to temporarily remove an enemy blocker, or get back something you own but lost control to. I always liked Glimmerpoint Stag; this bestial Cat, not so much. Although it has to be noted that it creates a Splinter Twin-like combo in Standard with Saheeli Rai's second ability, so it'll actually see play?

 Ridgescale Tusker is actually not that bad, cost/body ratio is okay, and a free Gavony Township activation is always welcome. As a green 5-drop, though, it has to fight with so many awesome things it's not even funny.


Bird: +2

 

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 New Tribal Total: 204 (online: 197)

 Impact of the New Additions: Null

 Highlights: Birds are so used to be exploited for filler slots, they don't even notice anymore. It's just the way it is.


Boar: +1

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 New Tribal Total: 31 online

 Impact of the New Additions: Medium

 Highlights: It's a good Boar, impossible to chump-block. It might not be the Boar to end all Boars.


Cat: +3

  

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 New Tribal Total: 142 (online: 137)

 Related Tribes: Beast, Monkey

 Impact of the New Additions: Low

 Highlights: Why has Cat become a quality found in other animal types? And once again, in Monkey, of all animals! Is it because of this?


Construct: +13

   

   

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 New Tribal Total: 112 (online: 111)

 Impact of the New Additions: High

 Highlights: If Artificer didn't have anything truly exception in Aether Revolt, their main inventions, the Constructs, do. Well, they also get some junk, of course (vanilla 6/2 for 5? C'mon), and Merchant's Dockhand is just too clunky to work (you have to tap the guy AND a bunch of other artifacts AND pay 4 mana of which one colored?) But Treasure Keeper is great, as everything that lets you cast stuff for free is; and Scrap Trawler is so delightfully combolicious, or at the very least it's repeatable card advantage; and especially Walking Ballista is absolutely phenomenal, and it's not even a mythic! Remember how Hangarback Walker was a remarkable fella because you can pay XX to cast it, and then you would get a one-time set of X tiny flyers when it died? What about getting X pings instead? And what about making it grow without even having to withdraw attacking with it that turn? And multiple times per turn? This is truly a Cloudpost wet dream, and it gets the full attention of Urzatron and pretty much any other ramp list in existence.


Crab: +1

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 New Tribal Total: 18

 Impact of the New Additions: Medium

 Highlights: It nicely interacts with something you want to cast again and again, like Prophetic Prism. This said, it's kind of a dork. But hey, it's not even terrible for a Crab.


Demon: +1

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 New Tribal Total: 85 online

 Impact of the New Additions: Medium to High

 Highlights: Herald of Anguish is a Demon that demands to be played within an artifact-heavy build, so it's not a Demon for Demon tribal. You fulfill his wish and he'll do very good for you, though, dropping for as little as 2 mana, forcing discard every turn, starting from the turn he hits the ground, and occasionally removing annoyances around the board. Plus, you know, being a reliable finisher. I'd try him in Modern Affinity even.


Dragon: +1

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 New Tribal Total: 162

 Impact of the New Additions: Low

 Highlights: Oh look, the Dragons saw what the Demons did with improvise and tried to mimic them. Too bad the only ability that the feeble-bodied Freejam Regent came up with is, yet again, firebreathing. Not very tactical, is it? Plus "Freejam" is kind of a silly name.


Drake: +1

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 New Tribal Total: 73 online

 Impact of the New Additions: Null

 Highlights: Drakes should be used to be exploited for filler slots, but they still get angry about it.


Druid: +5

   

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 New Tribal Total: 146 (online: 142)

 Related Tribes: Artificer, Elf, Human

 Impact of the New Additions: Medium to High

 Highlights: Druids get a few nice additions, on top of their member of the Aether Lovers cycle (which is also the only creature in the set with three types; did it really need to be a Druid, too?). The most conspicuous is their contribution to another cycle, the Experts one, that is Rishkar. You can do a couple of interesting things with Rishkar, but his main trick, being an Elf and a Druid, is clearly ramping. Either your deck includes a bunch of creatures with counters (which wouldn't be too hard to accomplish in these days of fabricate and stuff), or you can exploit the two Rishkar creates, one of which might be himself, maybe untapping them again and again with something like Paradox Engine? Anyway, potential, potential.

 Then, while Hidden Herbalists isn't really a new Burning-Tree Emissary, Peema Aether-Seer potentially gives you a ton of energy, then also a relevant way to spend it. And Druid of the Cowl is the most reliable colored mana producer in Standard after Deathcap Cultivator (as Servant of the Conduit requires energy), with better basic stats than Ulvenwald Captive.


Dwarf: +11

  

  

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 New Tribal Total: 61 online

 Related Tribes: Advisor, Artificer, Pilot, Rogue, Scout, Soldier, Warrior

 Impact of the New Additions: High

 Highlights: Dwarf makes the jump into Greater Tribe territory by finally exceeding 50 members. They provide the white member of the Aether Lovers cycle (and that's not the worst one), then they get two decent Artificers, and a few other scattered between several other subtypes. For one, the Expert Sram, Senior Edificer is a Dwarf too. Solemn Recruit is a double striker with a way to grow, as most double strikers seem to have, and Renegade Wheelsmith is probably a nightmare in Limited.

 The most interesting new Dwarf might be Aethergeode Miner. So she swings for 3, gets energy, then may use that energy to avoid being killed by a blocker, then maybe other energy to do some block-and-run herself. The minimal toughness makes it hard not to have to use the flicker trick every turn, but maybe your deck cares about creatures entering the battlefield again and again, a la Norin the Wary.


Elephant: +1

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 New Tribal Total: 46 online

 Impact of the New Additions: High

 Highlights: This is some magnificent beast. At first it looks like a new take on Rogue Elephant, but the old dude would just die if you refused to pay its additional cost. This guy bounces back in your hand and gives you energy, that is the very thing it needs. Plus it's not boltable. A clearly designed flaw is that it can't work as a "one mana for one energy" converter, because once you have the required energy you're not given the choice not to pay. Still very solid turn-1 play for energy decks. And I don't know if energy will be a thing only within Kaladesh block, but I hope it'll show up elsewhere too, because it's a cool mechanic.


Elf: +9

   

   

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 New Tribal Total: 319 (online: 308)

 Related Tribes: Archer, Artificer, Druid, Soldier, Warrior

 Impact of the New Additions: Medium

 Highlights: The Elves appear to have taken the whole revolt thing very seriously, but they use the mechanic mostly to give themselves better bodies. The rare Greenwheel Liberator is doing it best, becoming a 4/3 for 2, which seems something a stomper type of build wants to try and engineer on turn 2. Then there's the best of the AER Druids, Rishkar, Peema Renegade and Peema Aether-Seer. Plus the decent, if casual-oriented, Ajani's Comrade from the Ajani, Valiant Protector Planeswalker Deck. It's a little trampler that gets bigger and bigger if some Ajani is around. I didn't know that Ajani was especially friends with Elves.


Fish: +1

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 New Tribal Total: 27 online

 Impact of the New Additions: Medium

 Highlights: Look, it's an electric Fish! Hey, it can block 5 power then swing for 4. Cool, uh? No?


Giant: +1

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 New Tribal Total: 133 (online: 127)

 Impact of the New Additions: Low

 Highlights: Improvise double French vanilla dude. At least haste makes it a little bit less unbearably slow.


Golem: +1

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 New Tribal Total: 96

 Impact of the New Additions: Null

 Highlights: Somewhere in the Kaladesh lore there must be a law that prohibits to build Golems, because the only one to appear between two artifact-based sets has been brought here by Tezzeret (and indeed it's only found in the Tezzeret-helmed AER Planeswalker Deck). Like Ajani's Elf, it's kinda okay if its Planeswalking friend happens to be in its proximity. Probably less okay than Ajani's Elf, though.


Gremlin: +1

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 New Tribal Total: 9 online

 Impact of the New Additions: Medium

 Highlights: What happened to all the Gremlins? Did somebody do a thorough disinfestation of the artifact pests? Apart from Release the Gremlins, we're left with just this one, that is a useful, Johnny-sanctioned sac outlet for artifacts. But it's a pity the tribe didn't grow further than that, given that the Kaladesh plane offered the perfect occasion.


Human: +26

 

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 New Tribal Total: 1872 (online: 1704)

 Related Tribes: Artificer, Druid, Pilot, Pirate, Rogue, Soldier, Warrior, Wizard

 Impact of the New Additions: Irrelevant

 Highlights: Two Humans are in the Aether-related cycle (representing black and red; not sure why black wasn't given to Aetherborn.) Other Humans are scattered across all the possible occupations found among the Kaladesh's citizens. Of these, there's even one mythic rare in Lighting Runner and one outstanding uncommon in Renegade Rallier, but I prefer to call them Warriors.


Insect: +3

  

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 New Tribal Total: 148 (online: 144)

 Impact of the New Additions: Low

 Highlights: Foundry Hornet has a roundabout way to be a removal, but other than that, there's really nothing to write about these trio of low-ranking Insects. It's admirable, though, how the Kaladeshians managed to create a robo-caterpillar that turns into a robo-butterfly when it's destroyed. They really are the greatest, and sometimes the most pointless, of inventors.


Juggernaut: +1

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 New Tribal Total: 17 online

 Impact of the New Additions: Medium

 Highlights: Kaladeshians don't much like Juggernauts either, because this is the first we found on the whole plane, and it's kinda meh, on account of improvise not really being affinity.


Lizard: +2

 

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 New Tribal Total: 51 online

 Impact of the New Additions: High

 Highlights: Whoa, two new additions, of which one mythic and one vanilla common: there really is no middle ground for Kaladesh's Lizards (they also just got over 50 members, although not online yet.) Aetherwind Basker is one big, 7-mana, energy-producing monster, that then uses the produced energy to pump itself. Yeah, it's sort of a junk mythic, isn't it? But it's the only mythic Lizard other than (the vastly superior) Deathmist Raptor, so yay for Lizards getting more R&D love?


Monkey: +1

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 New Tribal Total: 5

 Related Tribes: Cat

 Impact of the New Additions: High (yeah, I know, but it's still the 5th member of the tribe being printed)

 Highlights: Since they're so eager to make Monkey hybrids, why don't they make this one?


Pilot: +3

  

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 New Tribal Total: 8

 Related Tribes: Dwarf, Human

 Impact of the New Additions: Medium to High

 Highlights: If you're sad about Smuggler's Copter's banning, Reckless Racer will give your Sky Skiff the Copter's ability, while Aeronaut Admiral will make all your vehicles fly... like a Copter. (The Admiral's ability could have been remarkable if he didn't cost so much.)


Pirate: +2

 

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 New Tribal Total: 19 online

 Related Tribes: Human

 Impact of the New Additions: Severe

 Highlights: Apart from this (very specific) lady from Conspiracy: Take the Crown, the Pirate tribe hadn't seen new members in almost 18 years, i.e. since Mercadian Masques. Now we got these two, with Skyship Plunderer doing a limited proliferate, which is not bad, especially on an evasive guy. And Kari Zev, the red Expert, not to mention cutest Pirate ever, engages in some sort of faster, smaller Geist of Saint Traft action (with a Monkey! But at least here it's thematically appropriate). She could be useful in red aggro builds, I gather. She's hard to trade with, and her Monkey is annoying, as Monkeys should be.


Rogue: +7

   

  

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 New Tribal Total: 212 (online: 202)

 Related Tribes: Aetherborn, Dwarf, Human, Vedalken

 Impact of the New Additions: Medium

 Highlights: A few nice Rogues here (well, metaphorically nice), especially Glint-Sleeve Siphoner, that exchanges energy with cards. Menace helps her generate more energy by attacking, but it's clear her home is an energy-heavy deck. Still in black, Fourth Bridge Prowler is very simple, but effective, being a 1-drop that tries and gets rid of an opponent's similar 1-drop.

 Conversely, Shielded Aether Thief is pretty complex for an uncommon. It enters the battlefield with flash, for just 2, then easily blocks something thanks to its high toughness, and in doing so it generates energy, that then spends to draw cards. Granted, its flash trick won't generate enough energy to draw even one card on its own, and after that, it's more of a deterrent for the opponent to recklessly attack into it. But again, most of these cards, possibly even more than in the previous set, are made to go into energy-based builds, which they both help and exploit.

 Take Rogue Refiner, for instance: it's already a solid card-advantageous 3-drop, with a stronger body than most of the creatures of this kind (that aren't defenders). Then you also get those two energy counters as a cool bonus. Will they be relevant outside of this year's Standard? Time will tell.


Scout: +2

 

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 New Tribal Total: 114 (online: 108)

 Related Tribes: Dwarf

 Impact of the New Additions: Low

 Highlights: Both AER Scouts are Dwarves, and none too relevant for their larger tribe. Or, really, in general. I mean, I like Aethergeode Miner, but there's a chance I just like the fact that they made a female miner, against expectations.


Shapeshifter: +1

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 New Tribal Total: 76 online

 Impact of the New Additions: High

 Highlights: Whoa, is it me, or did Metallic Mimic just blow Adaptive Automaton out of the water? The Mimic doesn't immediately impact the board, but in the long run (which could likely mean, starting from the next turn), the benefits can't even be compared. Just think of this: you get rid of the Automaton, its bonus fades away; you get rid of the Mimic, those counters remain. And the Mimic drops one turn earlier, so it starts bearing fruits pretty much at the same time.


Snake: +1

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 New Tribal Total: 72 online

 Impact of the New Additions: High

 Highlights: Let me get this straight: this Snake is attempting a Hardened Scales impression, covering artifacts too, but also the player, and in a mandatory way, so with it on the board you get more poison counters? I know it's designed to increase energy counters, but that collateral is still pretty weird. This said, it's a great creature for 2 mana (the body is already above the curve), and it interacts with a lot of things, including other Snakes like most notably Lorescale Coatl.


Soldier: +3

  

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 New Tribal Total: 566 (online: 510)

 Related Tribes: Dwarf, Elf, Human

 Impact of the New Additions: Null

 Highlights: All duds for Soldiers this time around. Spire Patrol is halfway decent, but not in Constructed.


Thopter: +1

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 New Tribal Total: 11

 Impact of the New Additions: Severe

 Highlights: This is a cool little Thopter. It's basically a colorless Xantid Swarm, with the minus of working only once, since you need to sac it, but the pluses of working in the opponent's turn too, and not requiring green mana. If you want to protect your combo, this is the guy for you.


Vampire: +2

 

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 New Tribal Total: 156 (online: 154)

 Related Tribes: Aetherborn

 Impact of the New Additions: Medium to High

 Highlights: If we want to nitpick, these aren't really Vampires intended as a race of undead beings; here, "vampire" is more used as an adjective, as they're Aetherborn with vampiric habits. Regardless, they're good in their other tribe too, with Gifted Aetherborn being above the curve and perfect for fast Vampire builds, and Yahenni being a strong attacker that also doubles as a sacrifice outlet.


Vedalken: +4

  

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 New Tribal Total: 51

 Related Tribes: Artificer, Rogue

 Impact of the New Additions: Medium

 Highlights: Vedalken takes part in the Aether Lovers cycle, but not much else is going on with the Blue Men. I'll just mention Shielded Aether Thief, which is a good design, but I'm not sure it'll go down in history as memorable. Although the synergy between its mechanical function and its flavor text is pretty great.


Warrior: +12

   

  

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 New Tribal Total: 540 (online: 525)

 Related Tribes: Aetherborn, Dwarf, Elf, Human

 Impact of the New Additions: Medium

 Highlights: Warrior is a large tribe in Aether Revolt (larger than it was in Kaladesh, probably due to all the revolting that's going on), but only a handful of the new additions are meaningful. Of these, of course the first to catch the eye is the mythic, Lightning Runner. She's the queen of the double strikers in the set (and there's a few playable ones, including Solemn Recruit), and her energy ability is over the top enough, being an Aggravated Assault. Still, the activation requires a lot of energy, and she's just a 2/2, and that 5-mana casting cost is only partially mitigated by haste. She's a scary lady, though. And another great flavor text.

 The one Warrior that risks leaving his mark on the game is the uncommon Renegade Rallier, whose combo-oriented application are immediately evident by reading his rule text, but can be fully appreciated when you pair him up with the likes of Saffi Eriksdotter, Viscera Seer, and Blood Artist (or Zulaport Cutthroat). This way the Rallier goes to replace Saffi's longtime companion Crypt Champion: the Champion had a built-in sacrifice effect (by not paying the red mana), but the Rallier is one mana cheaper and, in virtue of that, can be fetched via Collected Company. It's a Modern deck in the making.


Whale: +1

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 New Tribal Total: 6

 Impact of the New Additions: High

 Highlights: So I guess all Kaladesh Whales fly on the aether. This one is also hard to kill because it generates enough energy to bounce away from danger at will, then generate more energy when you recast it, for a net gain of two energy per iteration. Granted, it's a 6-mana dude, but I, for one, like it more than most.


Wizard: +2

 

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 New Tribal Total: 579 (online: 567)

 Related Tribes: Human

 Impact of the New Additions: Medium to High

 Highlights: Trinket Mage and Treasure Mage, meet your intermediate companion, Trophy Mage. It's more narrow, but I'm pretty sure there are a lot of dangerous possibilities fetching 3 CMC stuff (it's worth noting that there's still not a mage able to fetch CMC 2, 4 and 5.)

 Finally, Baral is the last of the Experts, and it helps "sorceries and instants matter" kind of decks (like, I don't know, Delver. But also, maybe more to the point, Metallurgic Summonings). The card-drawing based on countering feels less relevant, because not even dedicated draw-go builds counter frequently enough to draw a significant amount of cards off that ability. Still, it's a nice plus.


SUMMARY

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 Check the Complete Creature Types Reference Table here.


BEST IN SHOW
(click on them to go to their main tribe)

  

  

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THE AETHER LOVERS
(click on them to go to their non-Artificer main tribe)

  

 

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THE AUTOMATONS

  

 

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THE EXPERTS...
(click on them to go to their more representative tribe)

  

 

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...AND THEIR EXPERTISES

  

 

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KUMA'S TRIBAL EVALUATIONS

3 Comments

"Whoa, is it me, or did by Generalissimo at Wed, 02/01/2017 - 12:26
Generalissimo's picture

"Whoa, is it me, or did Metallic Mimic just blow Adaptive Automaton out of the water?"

Maybe but it's worth bearing in mind that the Mimic is an absolutely terrible late-game top-deck where the Automaton can be just the buff you need to swing for lethal or break through a board-stall or whatever. Of course, the real question is "why not both?"

Cat Monkey by MichelleWong at Thu, 02/02/2017 - 03:37
MichelleWong's picture
5

@Scrounging Bandar: Soon we will be seeing comments on YouTube like: "Did anyone else find themselves watching this video about a cat monkey because of Tribal Evaluation?" :)

@Gustavo Woltmann: Yes, he is by Kumagoro42 at Fri, 02/03/2017 - 08:19
Kumagoro42's picture

@Gustavo Woltmann: Yes, he is a Vampire with a second type, just like Vampire Nighthawk is a Shaman and Viscera Seer is a Wizard.