In my opinion, Kaladesh is one of the most fun sets to draft in Magic: The Gathering. Having the set live on Magic Arena as Kaladesh Remastered might be one of the best decisions that Wizards could have made. The mechanics (Improvise, Revolt, Fabricate, and so on) are flavorful, and the energy mechanic forces you to make some interesting decisions with your spells.
That said, this limited format is extremely fast-paced, and to succeed, you should have a good idea of which cards to pick. So I’m here to provide players with a Kaladesh Remastered draft guide!
In this guide, I’ll be reviewing all the White cards in the set.
Before I get into my rating for each card, here’s a brief overview of my Kaladesh Remastered Draft Guide rating system.
- 1 – Bad card or only useful in the sideboard
- 2 – Passable, but not something I would pick early or often
- 3 – A solid card I’m happy to pick most of the time
- 4 – Powerful cards that provide a lot of value on their own
- 5 – Cards that will almost always win the game if your opponents can’t deal with them
Now that we know how I’ll be rating each card, let’s get straight into the ratings.
Kaladesh Remastered draft guide – White
Aerial Responder – 2.5
Aerial Responder’s got a lot of great keywords. In a fast-paced format like Kaladesh, this creature is going to help you win the race. However, I’d make sure to have white as my main color if I’m running this card, since it requires two white mana symbols.
Aeronaut Admiral – 3.5
Giving your vehicles flying is crazy, since it turns common vehicles like Irontread Crusher into real threats in no-time. That said, just because you pick up Aeronaut Admiral doesn’t mean you should just start adding in a bunch of vehicles. Too many vehicles in your deck can create a really clunky hand.
Aether Inspector – 2
Honestly, I’ve been pretty impressed with this card. Go-wide decks have been performing extremely well for me, and Aether Inspector has contributed to that success. Although the power level of this card is fairly average compared to others, I think it’s a solid playable.
Aetherstorm Roc – 5
It’s not easy to block a flyer in Kaladesh, especially if it’s able to constantly make itself bigger. Plus, this bird consistently gives you a way to gain energy counters. It’s a small upside, but can definitely be useful.
Airdrop Aeronauts – 3
Gaining 5 life is absurd on this well-statted flyer. Any white deck would love this card.
Alley Evasion – 2.5
There’s a lot you can do with this card. First, it’s able to boost your creature’s stats. Second, it’s able to save your creatures from removal spells. And finally, it can help trigger revolt. The flexibility is here, making it a strong spell.
Angel of Invention – 5
Angel of Invention was a bomb before, and it’s a bomb again. It just does everything. It helps you win the game, helps bring you back into the game, and is hard to remove.
Audacious Infiltrator – 2.5
I’d see aggro decks wanting this card, otherwise, it’s just your average 2-mana 3/1.
Authority of the Consuls – 1
Unless I’m playing an extremely fast aggro deck, there’s no reason to include Authority of the Consuls. There’s no life gain synergy in this set, making this card mediocre most of the time.
Aviary Mechanic – 3
Aviary Mechanic is overperforming because several Kaladesh Remastered cards have very good enter-the-battlefield triggers. Plus, remember that this creature can bounce any permanent. This allows you to replay your Puzzleknots or enchantments, and trigger Revolt.
Built to Last – 2.5
Indestructible and +2/+2 will help you win pretty much any combat you want your creature to win. Although this combat spell isn’t better than Built to Smash, it’s still amazing.
Cataclysmic Gearhulk – 4
You never want your opponent to have a choice in what they remove usually, but Cataclysmic Gearhulk is an exception. Since Cataclysmic Gearhulk is an artifact, you get to keep it and your best creature. This will play in your favor most of the time, and will leave you with two threats and your opponent with one. Value!
Conviction – 1
The upside to Conviction is that it can consistently trigger Revolt. However, the stat boost is extremely weak. I’d avoid this unless I’m heavily invested in a Revolt-matters deck.
Countless Gears Renegade – 2.5
I’m never disappointed with this card. It’s a perfectly solid playable and has a good upside if you’re able to trigger Revolt.
Dawnfeather Eagle – 4
I am in love with Dawnfeather Eagle. You can easily go wide because of Fabricate, giving you lots of targets for Dawnfeather Eagle’s ability.
Eddytrail Hawk – 2.5
If Eddytrail Hawk consumed 2 counters, I would probably avoid it at all costs. However, since it only costs 1 energy counter to trigger flying, I think it’s a great addition to aggressive shells.
Fairgrounds Warden – 3.5
You’re always guaranteed to remove your opponent’s best creature whenever you cast this card. Need I say more?
Fragmentize – 2.5
With all of the artifacts in the set, Fragmentize can definitely take a main-deck slot.
Fumigate – 4
A solid board wipe that can help bring you back into the game because of the life gain. That said, remember that this card is sorcery speed, not instant speed.
Gearshift Ace – 3.5
2-mana 2/1 with first strike makes this card an auto-pickup for any white deck. The fact that it gives it to Vehicles is just a nice bonus.
Glint-Sleeve Artisan – 3
Fabricate is a great keyword. You’ll want to create tokens most of the time, but a 3/3 for 3 can be useful depending on your opponent’s board.
Herald of the Fair – 2
Unfortunately, giving a creature +1/+1 until the end of the turn isn’t very impactful.
Impeccable Timing – 3
There are so many aggressive creatures in this set that you need to remove before they get out of control. Longtusk Cub, Thriving Rhino, and Voltaic Brawler are just a few examples. Impeccable Timing can deal with all of these threats, making it a great removal spell.
Inspired Charge – 1.5
The rating behind Inspired Charge is the same for every single set it’s in. If you’re in a go-wide deck, it’s great. If you’re not, it’s horrible.
Master Trinketeer – 4
Master Trinketeer is an amazing lord as Servos are created often due to Fabricate. Plus, this creature can create servos himself if need be.
Propeller Pioneer – 3
Propellor Pioneer is a strong pickup that will pressure your opponent.
Refurbish – 1
A dead draw most of the time.
Restoration Specialist – 2.5
This card is a fine 2-mana playable even if you never fully utilize its ability. That said, I guarantee you’ll be able to bring back 2 cards from Restoration Specialist more often than you think.
Revoke Privileges – 3
Revoke Privileges is premium white removal and will always be strong.
Servo Exhibition – 2.5
This card is great. It helps create a wide board, help cast Improvise spells, and trigger artifact synergies.
Skywhaler’s Shot – 3.5
Another premium removal spell for white.
Sram, Senior Edificer – 3
You’re going to need to build around Sram a little bit, but the card draw is well worth it.
Sram’s Expertise – 3.5
One of the best first picks for white. The card provides so much flexibility and value, which is exactly what you want in a rare.
Thopter Arrest – 3.5
Wow, white is just packed with premium removal.
Toolcraft Exemplar – 1
The payoff for Toolcraft Exemplar just isn’t worth it. I’d pick it up if I’m already in the artifacts-matter archetype, but I would happily cut it if I need to.
Visionary Augmenter – 3.5
Visionary Augmenter is a very powerful and flexible creature. It’s pretty much a slightly watered down Sram’s Expertise.
Wispweaver Angel – 3
Paying 6-mana for a 4/4 flyer is just okay. Nonetheless, since Fabricate is such a prevalent mechanic in this set, you’ll always find opportunities to make use of Wispweavers Angel’s blink effect.