DLCR: Aerial Maneuver

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Todays final GTC card to rate is...

Aerial Maneuver


5.0: First pick no matter what.  I will always play this card.
4.5: Splashable and first pick worthy.
4.0: First pick pack 1.
3.5: Early pick though not always a first pick.
3.0: Solid early/mid pick.
2.5: Solid pick in color.
2.0: Should generally make the deck if in this color.
1.5: Decent filler.
1.0: 23rd card if you have to.
0.5: This card will sometimes be sideboarded in.
0.0: I will never put this card into my deck (main deck or after sideboarding).

We've seen cards like this many times these past few sets.  And most of them have been pretty decent.  I think this one is pretty good but I'm not sure how good yet.


Hm. I haven't played with this one yet, but it's a great combat trick. I'll say 2.

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Had it played against me to great effect.  Extremely useful  in a white deck running up against Bloodrush, as leads to many 2-for-1 situations.  Great trick overall, really. 

2.0-2.5.  If I need a combat trick in white, this'll be it.
2 for me.  The first strike is the major benefit.
These are fine to run in white. 

1. Nope.
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I generally dislike combat tricks. This one looks to be in the 1.0-1.5 range.
1.0-1.5. It's a combat trick, but this isn't the set for defensive tricks. I saw this get beaten by bloodrush so much.
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The Boros and Orzhov pools have better cards, so this should rarely see play.

Bloodrush usually destroys this if you are using it defensively.

It could be useful with battalion to keeo your tiny battalion enabler from dieing but the card is still lacking.

bulletd Guidelines: 5.0: I will take this card no matter what. Creature 1 or playable 1 or hate 1.Archangel of Thune 4.5: Bomb and splashable. Creature 1-2, playable 1-2, removal 1. Jace, Memory Adept 4.0: Excellent first pick first pack, will sway me into same colors. Creatures 1-4, removal 1. Haunted Plate Mail 3.5: Excellent first pack pick two, will confirm colors or possibly sway into second color. Doom Blade 3.0: Good in-color addition, or splashable removal/creature. Creatures 3-9, removal 1-3. wall of Frost 2.5: Solid pick in-color; creatures 5-12, removal 3-5. Dark Favor 2.0: Creatures 10-16; removal 6-7. Elvish Mystic 1.5: My 23rd or 22nd card, depending on removal. Act of Treason 1.0: 23rd card if I don't maindeck an additional land. Lay of the Land 0.5: This card will sometimes be sideboarded in. Brave the Elements 0.0: I will shred this card for counters. Darksteel Forge
1.25. It isn't a card you make room for, it isn't something you go out of your way to put in. If I'm looking for filler in the color, this is fine, and it wouldn't disappoint me anymore than needing filler would.

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While in most sets this would only be one of those "merely ok" kind of tricks, this looks like a significant card for Boros. It lets you keep attacking without trading off creatures so that you don't lose the ability to Battalion later. If you get a low-curve Boros deck with all those 2-drop 3/2s and 3/1s (which I suspect most Boros decks would aim for if possible), this trick might help take down those 1/4 walls in a slow Orzohv deck while possibly casting another creature on the same turn.

Also, the creatures in this set don't seem to have vastly different sizes (except maybe a well-grown simic monster in the late game) so this card will get its man most of the time. 

Red Bloodrush creatures and Madcap Skills would do the same job as this card better, helping you attack in the early game without losing Battalion potential, but it's not like you can pick enough of those to fill out your deck entirely, so I suspect this card would have a role too. Heck, I will probably play even a Shielded Passage if I have a high density of 2-drop power-3 Battalion creatures in my deck. 

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