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Mechanics | Skeleton | Common Breakdown Ref | All commons for playtesting

CardName: Aer Mechanist Cost: ug Type: Creature - Faerie Druid Pow/Tgh: 1/1 Rules Text: Flying. {T}: Add one mana to your mana pool of any color a land an opponent controls could produce. Flavour Text: Set/Rarity: Community Set Uncommon

Aer Mechanist
{u}{g}
 
 U 
Creature – Faerie Druid
Flying.
{t}: Add one mana to your mana pool of any color a land an opponent controls could produce.
1/1
Updated on 25 Mar 2014 by Link

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History: [-]

2011-08-28 19:56:06: rourke created the card Aer Mechanist

I just did the Simic thing for fun.

Opposite colors in the Aer. Discuss.

Well, this could just as easily be {g}{w}. I think we could have both opposite and allied color pairs, so if we have 15 Aer cards at common 10 could be allied and 5 enemy and vice-versa. I just though of this as a card to show that they were taking the mono's mana, then saw how it could be color fixing. It is, of course, situational, but it would help a little.

I suppose that's the biggest dig against opposite color pairings - we only have so much space, so maybe we should be committing to same color pairs only. But, I'm open to both. There aren't enough opposite in the game, and it adds some dimension to Aer if it existed, so I get the other side of the argument. I think I'd lean to 'only ally' so that we can focus (and because it makes an enemy color planeswalker pop), but could easily be pushed back.

Likewise. In general, I like the variety of including enemy colors, and am frustrated when I can't play the combinations I want. OTOH, if the flavour of the Aer is "normal multicolor", it makes sense to have them spread through the allied pairs.

Doing 10-to-5 makes sense, as does saving enemy color for a hypothetical second set.

I think there should definitely be enemy-color creatures in the first set, but in smaller numbers.

I'm sure this wasn't intentional, but it's funny how the natural name for a person of Aer is "Aerian," considering that they're sort of the oppressors of the other colors.

I think it's sensible to have one cycle of enemy-colour golds at uncommon and perhaps one at rare. Even Shards of Alara had one enemy-colour cycle: Jhessian Infiltrator, Bull Cerodon etc. I like this one.

2011-08-29 00:42:08: rourke edited Aer Mechanist

Yea, it wasn't intentional. We should change it.

The name for Aer itself was just a quick name I tossed out, so it doesn't have to stay (though I've grown somewhat attached to it). If we keep it, they could be Aerites, Aeronians (lol, sounds like they're wrong about stuff), Aerish, Aeral, Aers... the list goes on.

Yeah, I like "Aer". I assumed it would be both singular and plural, "an Aer", "all the Aer", "an Aer mechanic" etc.

I never did state that I like this card. I especially like the flavor of the Aerans/Aer/Aerites stealing mana.
Maybe we could have a mythic creature that actually takes lands.

I like this too. In fact, I have a problem assembling the enemy-colour-gold commons, because I like this for the GU common slot better than I like Ophidian Dreams; that one's interesting but feels a bit more potentially uncommon. Problem is, that makes 4 of the 5 enemy-colour gold commons creatures, which breaks the Rule of Five. And I've just discussed on Spin with the Attack how I prefer that to the RW creature for common.

Perhaps someone should create an awesome GU common sorcery, and then I can take this creature for the GU uncommon slot.

Wait, I missed that this was uncommon. Ignore me, this is fine.

Except perhaps that if this and Nimbus Elf both go in, that means we'll have all the {g}{u} cards below rare just making mana. Which seems a bit overly focused.

2014-03-25 14:23:30: Link edited Aer Mechanist:

Added creature type and removed silly watermark.

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