Aetherdrift: The Pit Wall
Set DFT · February 2025 · 286 cards including the Special Guests

AetherdriftThe Pit Wall

Ten decks, six mechanics, and every ranking measured against 857,667 recorded games, the largest archive in this series. It is a set about a race. It is also the slowest format we have ever measured, and the deck that actually races finished last.

The Classification

Where everyone finished 17Lands archive

Every other chapter here is expert judgment, recorded before or during the format. This one is the account of what followed. Card tiles throughout carry a win-rate chip: the games-in-hand win rate, meaning how often the player won when that card was in hand or on the battlefield. Set median is 55.1 percent.

Games analyzed
857,667
Premier draft, whole format
Average game
9.49
turns. The slowest set measured.
On the play
57.7%
vs 52.2 on the draw
Spread, first to last
4.8
points. A wide, opinionated format.
PosColorsDeckWin rateGames
P1UGRamp into exhaust56.6%110,494
P2BGGraveyard value56.5%135,603
P3WGMounts and vehicles56.2%60,135
P4WBSpeed with grind55.6%41,006
P5BRMax speed aggro55.2%64,937
P6RGExhaust midrange55.1%68,439
P7UBStall and drain54.6%90,030
P8WUArtifact control54.1%55,478
P9URCycling and discard53.5%73,247
P10WRVehicles aggro51.9%37,047
Read the grid from both ends. First place is the deck that ramps, blocks, and spends the late game on expensive abilities. Last place, by a margin of 1.6 points over ninth, is the deck built out of cheap creatures and vehicles that attacks every turn. In the set about the race, the racing deck came last.

Everyone Else Is Racing

The thesis Do not

Three things point the same direction, and together they are the most useful fact about this format. One: at 9.49 turns this is the slowest of the twelve sets in this archive, slower than every fantasy, horror, and kindred set measured. Two: green is the best color and red and white are the two worst, so the aggressive pair is built from the weakest cards. Three: decks containing green won 55.8 percent against 54.2 percent for decks without it, across four hundred thousand games.

The set dresses all of this in engines and chrome. The mechanics are named for speed, the art is a road race, and the obvious plan is to go fast. The archive says the obvious plan is the worst one available.

What to do instead. Draft green. Take the ramp, take the big creatures, take the removal, and let the table fight over the cheap vehicles. You are not trying to win the race. You are trying to still be standing when it ends, which in this format is turn nine or ten rather than turn seven.
Stampeding Scurryfoot
Stampeding Scurryfoot58.6%Best common in the set, and it is a green creature.
Migrating Ketradon
Migrating Ketradon57.6%Green common that simply outclasses the aggressive starts.
Hazard of the Dunes
Hazard of the Dunes56.9%The kind of body the ramp decks are happy to block with.
Ride's End
Ride's End57.1%Premium white removal, and the reason white is not unplayable.
Spin Out
Spin Out57.1%Cheap interaction that holds the line while you set up.
Run Over
Run Over57.5%Green removal stapled to a fight. Take it highly.

Which Mechanic Actually Pays

Measured, not guessed Median win rate vs the set baseline

This is the analysis the videos could not do, because it needs the finished archive. Every card with at least two thousand recorded games was bucketed by the mechanic printed on it, and compared against the set median of 55.2 percent. The result splits the racing theme cleanly in half.

Exhaust
+1.95

The best mechanic in the set by a distance. A one-shot ability is a threat that never has to be used, and the decks that reach the expensive ones are the decks that win. 26 cards.

Vehicles
+0.21

Exactly average. Vehicles are neither the trap nor the payoff, they are simply cards. Judge them one at a time on rate, not on the theme. 41 cards.

Mounts
-0.15

Also average, and lower risk than vehicles because a Mount still attacks and blocks when you cannot saddle it. 13 cards.

Start your engines
-1.09

The worst of the four, and the one the set is named for. Speed asks you to deal damage every turn in the slowest format we have measured. 40 cards.

The precise version, because the crude version is wrong. "Racing is a trap" would be a bad summary: Vehicles and Mounts sit dead on the median and there are excellent ones. The finding is narrower and more useful. Exhaust pays and max speed does not. Both are new mechanics in the same set, they point in opposite directions, and the one printed on the box is the one that loses.
Lumbering Worldwagon
Lumbering Worldwagon65.3%99th percentile. The single best non-mythic in the set.
Perilous Snare
Perilous Snare61.9%97th percentile, and the card the top-ten video opened with.
Howlsquad Heavy
Howlsquad Heavy61.6%96th percentile. Proof a speed card can be excellent.
Debris Beetle
Debris Beetle61.4%96th percentile, and an uncommonly good green rare.
Thundering Broodwagon
Thundering Broodwagon61.0%The best uncommon in the format at 61.0 percent.
Full Throttle
Full Throttle45.6%1st percentile. A rare that asks you to race, and loses.

Six Mechanics

Learn these before you sit down

Start your engines

When a permanent with it enters, your speed becomes 1. Speed then rises once per turn, and only when an opponent loses life on your turn. Maximum is 4.

Earliest possible max speed is turn four. Only attacking bodies and direct damage advance you, so a card that neither attacks nor blocks does nothing for speed.

Exhaust

An activated ability that can be used only once per game. Exhaust lives in the Temur colors.

The best mechanic in the set. An unused exhaust is a permanent standing threat, and you never have to activate it to get value from having it.

Vehicles and crew

Not creatures until crewed by tapping creatures with total power equal to the crew number.

Blank without roughly sixteen creatures. Lower crew numbers are strictly better. They act like haste, because they do something the turn they land.

Mounts and saddle

Already creatures. Saddling taps other creatures to switch on a bonus when they attack.

Lower risk than vehicles: a Mount still attacks and blocks unsaddled, and it can crew a vehicle or saddle another Mount.

Cycling

Pay a cost, discard the card, draw a card. Many cards here do something extra when cycled.

Treat them as modal: either the printed spell, or an uncounterable instant that does a small thing and replaces itself.

Affinity

Cost reduction based on a permanent count, back at low emphasis.

An incidental bonus only. Do not contort your deck to turn it on.

The Ten Entries

Every pair, in finishing order Plans from the guides, positions from the archive
P1Ramp Into Exhaust Blue green56.6%

Ramp and block early, then pay expensive exhaust costs no other deck can reach. The best deck in the set, and the one furthest from the racing theme.

Rangers' Aetherhive
Rangers' Aetherhive55.1%
Skyserpent Seeker
Skyserpent Seeker59.1%
Hazard of the Dunes
Hazard of the Dunes56.9%
P2Graveyard Value Black green56.5%

Mill or cycle something huge, then put it back ahead of schedule. The most drafted deck in the format and almost the best one too.

Broodheart Engine
Broodheart Engine57.0%
Thundering Broodwagon
Thundering Broodwagon61.0%
Earthrumbler
Earthrumbler55.8%
P3Mounts And Vehicles Green white56.2%

Deploy mounts early, saddle and crew aggressively, pile on counters. The one theme deck that genuinely works, because green carries it.

Lagorin, Soul of Alacria
Lagorin, Soul of Alacria55.7%
Unswerving Sloth
Unswerving Sloth53.2%
Veteran Beastrider
Veteran Beastrider59.5%
P4Speed With Grind White black55.6%

Cheap bodies to reach max speed, then recursion and death triggers so the deck keeps going after the initial push stalls out.

Embalmed Ascendant
Embalmed Ascendant58.5%
Nesting Bot
Nesting Bot55.9%
Dune Drifter
Dune Drifter54.2%
P5Max Speed Aggro Black red55.2%

Hit max speed as fast as possible and cash in the payoffs. Respectable, and clear evidence that speed decks are viable when the cards are good.

Gastal Thrillseeker
Gastal Thrillseeker59.1%
Risen Necroregent
Risen Necroregent54.0%
Endrider Spikespitter
Endrider Spikespitter52.9%
P6Exhaust Midrange Red green55.1%

Early pressure, then convert spare mana into exhaust abilities to finish. Held back by red rather than by the plan.

Boom Scholar
Boom Scholar53.8%
Rocketeer Boostbuggy
Rocketeer Boostbuggy56.4%
Elvish Refueler
Elvish Refueler55.5%
P7Stall And Drain Blue black54.6%

Gum up the ground, control the game, then plink the opponent out. Fine, and heavily drafted, but it lacks a way to actually close.

Haunt the Network
Haunt the Network58.7%
Sabotage Strategist
Sabotage Strategist54.8%
Pactdoll Terror
Pactdoll Terror56.9%
P8Artifact Control White blue54.1%

Stall with blockers, build artifact synergies, win on card advantage. Two weak colors doing a slow thing.

Guidelight Pathmaker
Guidelight Pathmaker56.9%
Guidelight Synergist
Guidelight Synergist54.8%
Spikeshell Harrier
Spikeshell Harrier59.2%
P9Cycling And Discard Blue red53.5%

Cycle and loot to grow discard payoffs and dig for the good cards. The payoffs are not worth the cards spent getting there.

Boosted Sloop
Boosted Sloop53.6%
Marauding Mako
Marauding Mako55.2%
Scrounging Skyray
Scrounging Skyray55.8%
P10Vehicles Aggro Red white51.9%

Flood the board with cheap creatures and vehicles and attack relentlessly. The set's signature deck, built from its two worst colors, in its slowest format. Last by a wide margin.

Cloudspire Coordinator
Cloudspire Coordinator54.1%
Canyon Vaulter
Canyon Vaulter54.7%
Reckless Velocitaur
Reckless Velocitaur49.1%

The Scorecard

Five videos vs the archive
10 of 10 correct

The never-draft list

Every card named finished below the 10th percentile. Median 6th. Ancient Vendetta is the worst card in the entire set at 31.8 percent, which is 23 points below the median.

10 of 10 correct

The best-cards list

All ten sit at the 94th percentile or above, and eight of them are in the true top ten. Of the two missing, one was deliberately excluded as a Special Guest.

Median 91st

The prerelease bombs

Fourteen called, and most land high. The clean miss is Cryptcaller Chariot, called a bomb and finishing at the 19th percentile.

The blind spot

The shape of the format

Card evaluation was excellent. What no video says is that the format is the slowest measured and that racing is the losing plan, because that only becomes visible after the fact.

This is the honest pattern across the series. Creators are good at reading individual cards and much less good at predicting what a format will feel like, because card quality is knowable from the card and format speed is not. Trust their card lists. Work out the shape of the format yourself, from the results.

Never Draft These

All ten below the 10th percentile In the order the video gave them
Stall Out
Stall Out49.2%6th percentile.
Lightwheel Enhancements
Lightwheel Enhancements48.5%4th percentile. An aura in a format with real removal.
Ancient Vendetta
Ancient Vendetta31.8%0th percentile. The worst card in the set at 31.8 percent.
Point the Way
Point the Way44.0%1st percentile. Racing flavor, no game impact.
Alacrian Armory
Alacrian Armory46.6%2nd percentile.
Interface Ace
Interface Ace49.5%6th percentile.
Spell Pierce
Spell Pierce49.9%8th percentile. Great in constructed, not here.
Skybox Ferry
Skybox Ferry49.8%7th percentile.
Brightfield Mustang
Brightfield Mustang50.6%9th percentile. The most defensible name on the list.
Racers' Scoreboard
Racers' Scoreboard47.7%3rd percentile. The scoreboard does not help you win the race.
Two caveats worth keeping. Brightfield Mustang would be playable in a slower, older limited format, and Spell Pierce is genuinely strong in constructed. These are format-specific verdicts, not statements about the cards in the abstract.

Pit Lane Rules

The interactions people get wrong

Crewing and blocking

  • Do not crew before blockers are declared. The opponent gets priority and can kill the vehicle in response, leaving you with no blocker at all.
  • Block with a real creature and hold the crew. If they try to kill your blocker, crew in response and you get both.
  • An unused exhaust is a threat. You never have to activate it. A four mana body with a seven mana exhaust cannot be attacked into safely for the rest of the game.

Speed and mana

  • Speed only rises when an opponent loses life on your turn, and only once per turn. Direct damage counts, including symmetrical damage that hits you too.
  • Do not chase speed for its own sake. A lone speed card with a small payoff means you are running a vanilla body.
  • Judge a speed card by whether it gets you there. A five mana creature arrives after the board has stalled, which is exactly when speed stops advancing.
  • Splash single pips, not double. The gearhulks need multiple sources of their color and are poor splashes.

The Short Version

If you read nothing else