Finally, the uncommons by color.
White
*Aerial Modification: Fine combat trick.
*Aeronaut Admiral: Another pilot that seems fine but nothing too special, depending on your deck.
*Airdrop Aeronauts: A solid creature with little life gain, nothing revolutionary here.
*Restoration Specialist: It gives you two things back, which is neat but it also costs 21 which seems hard to justify.
Colorless
*Consulate Dreadnought: A very vanilla vehicle. Almost all of the others have extra abilities, so you’ll have to see if you find a spot for this one.
*Crackdown Construct: A temporary +1/+1 is normally not worth the effort. Of course, this can get bigger sometimes for a moment.
*Treasure Keeper: This is a cool card. 4/4 for 12 is not great card but you get full card out of it.
*Untethered Express: A final vehicle that seems fine like most of the others, though again the effect is not spectactular.
Red
*Enraged Giant: Haste is good, trample often irrelevant, 13 is not great but doable.
*Gremlin Infestation: This can be a great card or a good card, depending on the circumstances. I’m not sure how good but it has potential.
*Hungry Flames: That seems like a fair deal for 9.
*Reckless Racer: This is only a pilot in name and seems fine. The looting ability can be swingy sometimes.
Black
*Gifted Aetherborn: Deathtouch is a weird ability here because it often is irrelevant. A 3/4 lifelink for 13 is not great, though.
*Gonti’s Machinations: Definitely an interesting card but I know I will encounter situations where this is destroyed but there is no energy there and it was a completely wasted card. If it works out, I’m fine with this card.
*Ironclad Revolutioner: This seems cool. If only we had any control over which supports are targeted…
*Sly Requisitioner: “Non-token” makes this much weaker than it could have been.
Green:
*Hidden Herbalists: This is always a fine ability and a 4/4 for 10 helps.
*Narnam Renegade: see above about Deathtouch. In most scenarios, this is a 4/5 for 11. Solid but not great.
*Peema Aether-Seer: This is a nice card, although Berserker is an odd ability to gain here. But it might find its spot.
Blue:
*Shielded Aether Thief: That seems very solid. A fine blocker and a good ability.
*Wind-Kin Raiders: Seems totally fine. 7 is a good price for this.
Multicolor
*Maverick Thopterist: Another fine thopter generator.
*Outland Boar: How often will this be unblockable? Not too often, I guess.
*Rogue Refiner: This also seems fine but why would you want that in an energy deck when it only helps you once?
That’s it. Overall thoughts: there are many cards I want but also enough that will only be used to master them. Which might then turn out to show their usefulness.
Did I forget something? Discuss!