This New Mechanic in Aetherdrift WILL Have BIG Implications!

Updated:
Explore the powerful "Start Your Engines" mechanic in Aetherdrift, its impact on the Standard format, and top card synergies in MTG's latest set!

Aetherdrift is upon us, and everyone is ready for a refresh to the current Standard format. It's not particularly bad, but it could use a bit of a shake up. Foundations beefed up some of the archetypes that were already good, and it did so to the point that it is impossible to play a few matches in the format without seeing some type of Dimir. There are so many good different artchetypes of it currently that it is difficult to decide against playing it. Aetherdrift is bringing us a ton of vehicles, and it appears that this card type will force it's way into relevancy in the format. These new vehicles are announcing themselves with a little bit of flavor, however. There is a new mechanic that is coming to MTG that is called Start Your Engines. Initially, this mechanic didn't stand out to me too much. I had to take a bit of a deep dive into how it worked, and how to get to what is called "Max Speed" before I realized that we can do some broken stuff with this. Before I did my research, I went from thinking that it would be a draft-only mechanic, to thinking this might be the most powerful mechanic in the entire set. Let's take a look at how exactly Start Your Engines works, and then we will look over some examples of cards in Standard that should allow it to be ridiculous in all of the best ways.

How Does Start Your Engines Work?

This is an interesting one, and it fits in perfectly with the flavor of the set. We will have the Start Your Engines mechanic on a few of the cards, and it's ability instantly starts when the permanent enters the battlefield. If it is the FIRST Start Your Engines card played, it will instantly give you a Speed of 1. This is something that automatically happens as the permanent enters, and it is not a trigger that can be stifled, or fizzled by removing the permanent giving the Speed. Now, what I initially thought for this mechanic was that you got more speed by playing cards that had the Start Your Engines ability, but that isn't how it works, and I'm glad it's not that way. So how do we gain speed? In order to increase our speed past 1, we will have a trigger of an increase in speed once per our turn when an opponent loses life. What is pretty fun about this is that we do not need the permanent to stay on the board in order for the speed to increase. This means that the mechanic is comparable to The Ring Temps You from LOTR.

For this new mechanic, we typically benefit from having what is called Max Speed. We are considered to have Max Speed once the Speed hits 4. Many of the cards have a payoff for this. What is nice to remember is that you could have a Max Speed of 4 and then slam a card with a Max Speed benefit, and then instantly get that payoff. There are a few cards that come to mind when we look at our new mechanic, and I will list a few of them below.

Good Cards With Start Your Engine

There are a few of the Raceway Lands in the set, but Muraganda Raceway is the only rare one. This immediately tells us that it should be the "best" one, and that it must have a pretty broken ability. I'm here to tell you that it definitely does have a pretty broken ability. If we have Max Speed, this card basically becomes Sol Ring, but as a land.

Gas Guzzler is an All-Star one drop and will fit into many sacrifice decks based on general abilities alone. The Max Speed ability from this card that allows us to turn creatures into an extra card is pretty noteworthy. This should definitely ramp up the sacrifice archetype and allow that to be more of a thing.

We can appreciate a little aristocrat action, and you are probably beginning to see a bit of a theme with the last two cards for a deck that can generate some serious value with some very cheap creatures. Zahur's Max Speed ability also pairs with Gas Guzzler in a way that effectively makes it "Pay one black mana, draw a card." We are replacing the creature that we are sacrificing, so we can effectively draw as many cards as we have mana to pay for.

Final Verdict: Draft Mechanic, or Constructed Mechanic?

After looking at all of the cards that have the Start Your Engines and Max Speed ability, I believe that the mechanic will be valuable in both limited and constructed. There are some cards that are clearly meant to have the Max Speed payoff be used for good value in a limited format, and others that are more designed for the power level of a constructed format. Some of the cards have a payoff that is as simple as lifelink, or menace, and those are clearly meant for draft. Others let us draw ridiculous amounts of cards, and those would be an example of that payoff being designed for constructed formats. I appreciate that this mechanic will be used in both settings, and I believe that it will turn into the ultimate flavor of this new set.

Something I believe to also be relevant is the synergy potential that this ability has with the vehicles in the set. A lot of the vehicles have the Start Your Engines ability, and we could certainly play a constructed deck without any vehicles and still benefit from the value of the ability itself, but it seems that we could amass a pretty high power level by playing them together. Something I look at outside of Standard is the Greasefang/Parhelion Deck that we see in Pioneer/Explorer. That deck is getting a ton of new toys, and it will be interesting to see if it takes advantage of the new mechanic in addition to the plethora of vehicles from the set. That deck stands out to me as one that could benefit from these synergies naturally without changing up things too much.We will be going over other mechanics, and cards from the new set. We will also have some new theory crafting to come! So stay tuned, and get ready for the marathon!

Rate this article
I am a Magic The Gathering competitive player, and streamer. I specialize in homebrew decks. My favorite formats are: Standard, Pioneer (Explorer on Arena), and EDH. I first started playing MTG in 2001, and have played on and off since then.

Check out more content by Numbskull

Discover the revival of Boros Equipment in Magic: The Gathering's Standard format. Dive into powerful synergies and key cards from new sets.
Featured
We Had to do it! Boros Equipment is BACK!
I'll never forget what it was like to come back to magic a few years ago after taking a seven-year break to stumble across a meta that was so diverse, it had a deck that was centered around equipment, and the deck was actually really good. It was the golden age of Standard. Kaldheim was the most powerful set in the format by far, and the rares and mythics from that plane set the tone for what the meta would be in our beloved format. Sadly, it ended up rotating, and it did not get to stick around long enough to see the three-year rotation cycle like we have now. The good news is, we are going to try and bring it back! We will look to use cards that go all the way back in Standard so far to the point where the deck might only be playable for a couple of months. That's okay, we will have our fun while we can. I want to throw my hat in the ring for a powerful Boros Equipment list in our new Standard that comes out with Final Fantasy. I think there are too many powerful equipment both in this set, and that have come out within the last year to overlook giving this a shot. It may look a little different, and be a bit janky, but we have enough powerful cards to make this deck awesome. What I love most about it is that we will be able to tutor for equipment cards, and that is where we can kind of use a toolbox of equipment and have a few different one-ofs to diversify our threats. This also allows us to use our sideboard for additional equipment cards if needed. We should expect the deck to change as we see what the meta turns into after Final Fantasy is released. I believe that people are expecting change, and even if we don't get it in the first two months, we will also have rotation. That will guarantee change if nothing else does. We will take a look at the deck and then go over some of the new cards that are showcased within it, and we can see a pretty cool combo that will form. I included a lot of new cards in this deck, so forgive me if I don't get to all of them - but I promise that they all fit well for their own reasons. You can see that we definitely want to set things up early with this deck. The meta is very fast and we want to have our engines going on turns two and three and start trying to amass value from there. We will even try to get maximum value out of cards like Leyline Axe to try and get it going before we even lay our first land. Some of our creatures create their own equipment, and some creatures allow us to tutor for equipment. Some allow us to equip for free, and some even reanimate equipment from our graveyard, or allow us to attach them from our hand. We have many different ways to get value in this deck, so let's take a look at the key players. Key New Cards
Explore the synergy of Sephiroth in Magic: The Gathering's Standard format. Build a competitive deck with gain and drain mechanics and dominate the game!
Top
Sephiroth is Everything we Wanted Him to be. Let's Build a Deck Around Him!
We are about to embark upon the most unique set in Standard we have ever had, while also going into a new era where Universes Beyond cards are all Standard legal, and they are released multiple times a year. Many are up in arms about the game possibly being ruined, or losing its integrity. I personally am waiting to see how things play out, and doing my best to enjoy the new cards as much as I can. Final Fantasy is an interesting set for me. I haven't ever played a Final Fantasy game and I am completely in the dark on any of the lore or story in general. I've felt a bit left out in regards to the hype for the set, and I have been taking a different approach to the cards in the set as they are spoiled. I have strictly been looking at things from a card evaluation standpoint. One could say it's essentially the same as how I've always done it, but in this case it feels like I am an outlier. Although I don't know much about Final Fantasy, I was able to find a card with a mechanic that is near and dear to my heart. Gain and drain will always be my favorite mechanic/ability in MTG, and anyone who has been reading these articles long enough already knew that. Today we are going to look at everyone's favorite villain: Sephiroth. Trust me, I didn't know that before, my friend who is a Final Fantasy enjoyer told me all about it. We will use some other gain and drain effects, and some aristocrat creatures to hopefully drain out our opponent and flood the board with creatures that can go wide. We'll take a look at the deck and then I'll go over the new cards that I included, and why I think they'll be useful in Standard. Let's check it out! I tried to include a good amount of new cards for the deck. A lot of it was pretty easy to build around and the deck somewhat ended up building itself. It was refreshing to have support for this ability. Without further ado, let's check out these new cards and why they are good.  Relevant New Cards
Explore the dynamic shifts in Magic: The Gathering's Standard meta. Discover how Izzet Prowess and Orzhov Pixie are reshaping competitive play.
The Meta is Changing, so it's Time for a Standard Check-In
Remember when Domain was the best deck in the format? Pepperidge Farm remembers. We are currently experiencing some pretty hefty shifts in the meta regarding the most popular decks, and it seems that many players who enjoy big mana decks are making the shift towards an aggro-based list. A few of us have gotten our wish - myself included - Tarkir has brought us the shift in the meta that many felt we desperately needed. There are some cards in Tarkir that stand out and are helping to shape the meta. We have new archetypes rising, and there are some other archetypes that were on the edge of being relevant, and just needed a couple of cards. Some of those archetypes are now lit up, and the meta is becoming more diverse. I think it's a little too early to flat out call it healthy, but I think that it is starting to feel better, and to feel as if we can play fun decks without playing against the same thing every time. Today we will look at some of the biggest shifts in the metagame, and check out some of the cards that are causing these shifts. The Latest Challenger We'll start out with the biggest difference-maker in the meta: Izzet Prowess. This is a deck that people have tried to play before, and there were random times where it was good, but it has finally been given a tool that allows for constant generation of creatures, and rewards proper sequencing of spells. 
Discover why Orzhov Pixie is the top Standard deck in Magic: The Gathering. Explore its consistent mana base and versatile gameplay in our detailed analysis.
Finding the best Pixie Deck in Standard (it's Orzhov)
We just finished up the Regional Championship in Bologna, and we are finally getting some answers in regards to what the best decks are in Standard. We had the confirmation of aggro still being very effective, and those pesky mice continue to do their thing. In addition to that, Izzet Prowess has made a name for itself. Jeskai Control had a good showing, and Domain was still represented as well. We have all known about Esper Pixie for a bit, and many of us have been adequately terrorized by it. A new, more consistent version of this archetype is here and it uses some great cards. This archetype had a good showing at the Regional Championship, and had a list that qualified for the next RC, while just missing a spot at the pro tour. Orzhov Pixie is a deck that aims to be more consistent with its mana, and also allows for a pivot to more of a midrange battle when needed. The plethora of discard and removal make it a deck that is right up my alley, and I will never turn down the opportunity to play cards that make the opponent lose life. Today we are going to examine Orzhov Pixie, and why I believe it is the best version of the Pixie Archetype. We will go over some important cards that this list uses that the Esper version does not, then we will compare the pros and cons of playing each list.  This list that was pretty well curated by Massimiliano earned him an honorable finish in Bologna. This player was one win away from a pro tour invitation and at that point, you have to say that they are in the conversation to be considered one of the top-tier players in Europe at least. They will be back for more opportunities to qualify. This deck has started to break into the meta, and it has finally made a name for itself by having three different players finish in the top 64 with the deck. All three players took home at least $500. Not bad for playing your favorite game over a weekend. What strikes me the most in this deck is the versatility of it. There are cards that we can top deck that make it so we are a lot less likely to run out of gas. I think that is what I enjoy most about this compared to the Esper Version. Esper is all in on the combo itself, and it doesn't have as good of a backup plan. This list allows you to play the midrange and attrition-based matchups that are sometimes demanded of you based on what the opponent is playing. The versatility of Orzhov Pixie is what sets it apart. Relevant Cards
Explore the power of Rakdos Dragons in this midrange Magic: The Gathering deck. Unleash combos, removal, and ramp for competitive edge in Standard.
This Deck is Sneaky Good! Get Ready for RAKDOS Dragons!
You didn't think I could only give you one dragon deck, did you? I honestly saw too many fun options to do just Boros, so today I'm bringing you another. This one steers toward the more midrange, good ol' honest Magic side of things. I wanted to center a deck around something that is more consistent with the status quo of dragons: carnage and destruction. We have plenty of removal in this deck, and a creature that doubles as a board wipe when needed. Since we aren't doing a super fancy combo in this deck, I wanted to add element of ramp to get to the higher mana spells that we have in the deck. We will be able to use early creatures to help out with that, and also a new fancy artifact. We will torch the board and force our opponents to be more resilient than we are, while flying over the top of what they might manage to keep on the board. Let's take a look at the deck and then I'll tell you some of my favorite things about it. You can see some of the fun that we will have right off the bat with this deck. We are looking to smash aggro decks, and still punish other decks that don't play to the board. Although this one has fewer dragons on paper, we have a few permanents that can actually turn into them, and this leads to some cheeky interactions. Let's check out some of the new cards from Tarkir Dragonstorm that are in this deck, and then we will go over some fun combos! Key New Cards
Explore the best color combos for aggro decks in MTG with our Mardu Combo deck. Discover key cards, strategies, and new mechanics like Mobilize!
It's Time to Mobilize the Aristocrats with Mardu Combo!
There is an ongoing argument in both Standard and Pioneer currently. What color combination is the best for aggressive decks? We have seen people try out Jeskai Aggro to try and incorporate the best of both worlds between Azorius Aggro, and Boros Aggro. Some like to stick with Gruul Aggro because of the high rolls that it allows for, and there is also an argument that sometimes all you need is mono red - and the results have proven as much in major events. There has been a bit of a surge of some Mardu Aristocrat/Sacrifice decks, and today's list will follow that to some degree. We went a little bit more aggro-based, but there is a combo element to it, along with a healthy sideboard that should provide for balanced gameplay. We will look to get a bunch of creatures onto the board, and then create a bunch more based on the amount that we have, while punishing the opponent when they die. If that isn't enough, the go-wide strategy should also allow us to swing for ample damage at an ample pace.  A new ability called Mobilize that is being brought to us in Tarkir Dragonstorm is going to allow us to pull off some pretty powerful swings in combat. Mobilize allows us to create a bunch of tapped and attacking 1/1 tokens based on either the number behind it, or circumstances that pertain to "X." Something that is particularly fun is that we can benefit from our creatures dying, because the mobilize ability requires us to sacrifice the creatures that we get from mobilizing at the beginning of our end step. This is yet another deck that can allow us to win on the end step which is always fun. Another fundamental reason why I think the deck is good is because we are rewarded for something that would normally be considered a setback. If you find enough ways to turn negatives into positives, it usually can translate into the small margins that win you a match. Enough of me blabbing. Let's take a look at the cool new cards! Key New Cards
Discover the revival of Boros Equipment in Magic: The Gathering's Standard format. Dive into powerful synergies and key cards from new sets.
Featured
We Had to do it! Boros Equipment is BACK!
I'll never forget what it was like to come back to magic a few years ago after taking a seven-year break to stumble across a meta that was so diverse, it had a deck that was centered around equipment, and the deck was actually really good. It was the golden age of Standard. Kaldheim was the most powerful set in the format by far, and the rares and mythics from that plane set the tone for what the meta would be in our beloved format. Sadly, it ended up rotating, and it did not get to stick around long enough to see the three-year rotation cycle like we have now. The good news is, we are going to try and bring it back! We will look to use cards that go all the way back in Standard so far to the point where the deck might only be playable for a couple of months. That's okay, we will have our fun while we can. I want to throw my hat in the ring for a powerful Boros Equipment list in our new Standard that comes out with Final Fantasy. I think there are too many powerful equipment both in this set, and that have come out within the last year to overlook giving this a shot. It may look a little different, and be a bit janky, but we have enough powerful cards to make this deck awesome. What I love most about it is that we will be able to tutor for equipment cards, and that is where we can kind of use a toolbox of equipment and have a few different one-ofs to diversify our threats. This also allows us to use our sideboard for additional equipment cards if needed. We should expect the deck to change as we see what the meta turns into after Final Fantasy is released. I believe that people are expecting change, and even if we don't get it in the first two months, we will also have rotation. That will guarantee change if nothing else does. We will take a look at the deck and then go over some of the new cards that are showcased within it, and we can see a pretty cool combo that will form. I included a lot of new cards in this deck, so forgive me if I don't get to all of them - but I promise that they all fit well for their own reasons. You can see that we definitely want to set things up early with this deck. The meta is very fast and we want to have our engines going on turns two and three and start trying to amass value from there. We will even try to get maximum value out of cards like Leyline Axe to try and get it going before we even lay our first land. Some of our creatures create their own equipment, and some creatures allow us to tutor for equipment. Some allow us to equip for free, and some even reanimate equipment from our graveyard, or allow us to attach them from our hand. We have many different ways to get value in this deck, so let's take a look at the key players. Key New Cards
logo

By joining our community, you can immerse yourself in MTG Arena gameplay. Watch matches, engage with content, comment, share thoughts, and rate videos for an interactive experience.

Follow Us

LATEST VIDEOS