MagicField guides

Mechanics

The set’s mechanics with worked examples, then every word on the cards.

Start your engines! and max speed

The first engine permanent gives you speed 1. Once each of your turns, an opponent losing life can raise it by one, up to max speed 4.

How it works

  1. Starting at 1 is a state-based action, so no player responds between the permanent entering and speed starting. Later increases use a triggered ability.
  2. Speed stays with you when engine permanents leave. Damage and direct life loss both qualify, but only on your turn and only one inherent increase per turn.

On the card

Gastal Thrillseeker
Gastal Thrillseeker
Uncommon · Creature — Lizard Berserker · At the table

Thrillseeker starts speed before its entry damage resolves. That damage can raise speed to 2 on your turn; Necroregent needs max speed before its end-step Zombie trigger exists.

Watch out

  • Several engine permanents or several damage events do not automatically add several speed increases in one turn.
Rules detail & sourcesWizards · Aetherdrift mechanics · Wizards · Aetherdrift release notes

Each exhaust ability can normally be activated only once for that particular permanent. It is a later use for mana, not an automatic once-per-turn bonus.

How it works

  1. Use normal activated-ability timing unless that ability says otherwise; exhaustion itself does not restrict you to your main phase.
  2. Leaving and returning creates a new permanent with a fresh exhaust ability. A card with separate exhaust abilities can activate each one.

On the card

Boom Scholar
Boom Scholar
Uncommon · Creature — Goblin Advisor · At the table

Activating a discounted exhaust ability with Aetherhive present creates a Thopter from its trigger before the exhaust ability resolves. Countering the activation does not refund its once-only use.

Watch out

  • A generic-cost discount does not remove colored mana, and Boom Scholar discounts other permanents rather than itself.
Rules detail & sourcesWizards · Aetherdrift mechanics · Wizards · Aetherdrift release notes

Pay the cycling cost and discard the card to draw a card. This is an activated ability, not a spell.

How it works

  1. A cycling trigger is separate from the draw ability and normally resolves first.
  2. Discard rewards can trigger from cycling because discarding is a cost; the discarded card is already in the graveyard before responses.

On the card

Magmakin Artillerist
Magmakin Artillerist
Common · Creature — Elemental Pirate · At the table

Cycling Magmakin Artillerist deals one to each opponent through its separate trigger before the draw. A Scrounging Skyray already on the battlefield also receives a discard counter.

Watch out

  • A spell counter does not counter cycling, and a card cycled out of your hand is not a creature on the battlefield.
Rules detail & sourcesWizards · Aetherdrift mechanics · Wizards · Aetherdrift release notes

Crew and Vehicles

44 in Cards →

Tap untapped creatures with enough total power to make a Vehicle an artifact creature until end of turn. Crew itself can be activated at instant speed.

How it works

  1. Creatures that just entered may pay crew because the cost does not use their own tap symbol. The Vehicle still needs haste or to have been under your control since your turn began to attack.
  2. A crewed Vehicle can block or be a creature target. Its printed crew cost does not mean it arrives as a creature.

On the card

Burner Rocket
Burner Rocket
Common · Artifact — Vehicle · At the table

Flash in Burner Rocket to pump an existing creature. Later use Interface Ace to crew a Vehicle using its toughness, then resolve Ace's once-per-turn untap trigger before using it again.

Watch out

  • Burner Rocket cannot be crewed in time to become its own entry-trigger target: targets are chosen before players get priority.
Rules detail & sourcesWizards · Aetherdrift mechanics · Wizards · Aetherdrift release notes

Saddle and Mounts

During your main phase with an empty stack, tap other untapped creatures with enough total power to saddle a Mount for the turn.

How it works

  1. A Mount is already a creature and can attack or block without being saddled. Its saddled attack reward requires it to be saddled when declared as an attacker.
  2. Saddling is different from crew. Removing the creatures that paid the cost does not reverse a completed saddle action.

On the card

Brightfield Mustang
Brightfield Mustang
Common · Creature — Horse Mount · At the table

Use Canyon Vaulter to saddle the Mustang in your main phase, granting flying. Its saddled attack adds a counter and untaps it, leaving it able to block if it survives.

Watch out

  • Canyon Vaulter grants flying only if it crews or saddles during your main phase; a combat-phase crew activation misses that trigger.
Rules detail & sourcesWizards · Aetherdrift mechanics · Wizards · Aetherdrift release notes

Affinity for artifacts

5 in Cards →

Reduce a spell's generic cost by one for each artifact you control. Colored requirements remain, and each artifact counts once.

How it works

  1. Artifact tokens and artifact creatures count, whether or not they are tapped.
  2. Determine and pay the spell's cost as you cast it. Destroying an artifact afterward does not undo a discount already paid.

On the card

Voyage Home
Voyage Home
Uncommon · Sorcery · At the table

Several inexpensive artifacts make Voyage Home easier to cast, but you still need white and blue. Optimizer's restricted mana cannot cast Voyage Home because it is not an artifact spell.

Watch out

  • An artifact creature is one artifact, not two, and affinity does not lower activated-ability costs.
Rules detail & sourcesWizards · Aetherdrift mechanics · Wizards · Aetherdrift release notes

Glossary

Every word on the cards and in the deck plans, defined once. Find a term, read its wording, then see it on a card.

51 terms · A–ZComprehensive Rules effective Sep 25 · checked Oct 29

Symbols

A

C

Curve

Strategy

Enough useful low-cost plays to act before your expensive threats.

D

E

Equip

Keyword ability

Pay the equip cost to attach this Equipment to a target creature you control. Normally, activate equip only in your main phase when the stack is empty.

Watch out: The Equipment usually stays on the battlefield when the creature leaves. Moving it to another creature normally costs another equip activation.

F

Fight

Keyword action

The two creatures each deal damage equal to their power to the other at the same time.

Watch out: This is not combat. First strike and double strike do not add damage steps; deathtouch and lifelink still affect damage.

H

I

Imprint

Ability word

An ability word linking a card's effect to cards it exiles. Read the exact abilities: the word imprint alone supplies no extra rules.

Improvise

Keyword ability

While casting the spell, each untapped artifact you tap pays one generic mana. It cannot pay colored mana, and an artifact tapped for its mana ability cannot also be tapped for improvise.

L

Landfall

Ability word

This label groups abilities that reward a land entering under your control. The rest of each card tells you its effect.

Watch out: A land entering from a spell can trigger landfall too. The label itself adds no rules; read the actual ability.

M

Metalcraft

Ability word

An ability word for a reward that checks whether you control at least three artifacts. The printed ability determines the effect and when to check.

P

Prowess

Keyword ability

Whenever you cast a noncreature spell, this creature gets +1/+1 until the turn ends.

Watch out: Lands are not spells. The prowess trigger can resolve even if the spell that triggered it is countered.

R

S

Signal

Strategy · Draft

Repeated useful late cards may suggest an open color; one card is weak evidence.

Stun counters

Counter

If a permanent with a stun counter would untap, remove one stun counter instead and leave it tapped.

Watch out: The counter does not tap an untapped permanent by itself. Several stun counters can stop several separate untaps.

Support

Strategy

The actual cards and mana that let a payoff work.

T

Tap and untap

Keyword action

Tap means turn a permanent sideways; untap means return it upright. A tap symbol in a cost means you must tap that permanent to pay.

Watch out: Being tapped by another effect does not activate an ability or produce mana. Creatures normally cannot pay their own tap-symbol costs until you have controlled them since your turn began.

Trample

Keyword ability

An attacking creature can assign excess combat damage to what it is attacking after assigning lethal damage to every blocker.

Watch out: It does not automatically send all damage past a small blocker. Trample on a blocking creature does not send damage to the attacking player.

V

W

Terms shared across sets: Learn glossary →