Aerial Guide is a common Creature — Drake from AKR (AKR) costing {2}{U}. Legal in Modern. Legal in Commander.
Aerial Guide
Creature — Drake
Card Text
Flying Whenever this creature attacks, another target attacking creature gains flying until end of turn.
Card Stats
Format Legality
Similar Cards
Other Printings (3 total)
Community Stats
Often Played With
Frequently Asked Questions
Aerial Guide is a Creature — Drake card from the Magic: The Gathering trading card game.
Its ability reads: "Flying Whenever this creature attacks, another target attacking creature gains flying until end of turn."
Aerial Guide has a mana cost of {2}{U}, which equals 3.0 total mana (converted mana cost/mana value).
It requires U mana to cast.
Mana cost is the amount and type of mana required to cast a spell in Magic: The Gathering.
Aerial Guide's mana cost of {2}{U} means you need to pay that much mana from your lands or other sources.
Colored symbols (W=White, U=Blue, B=Black, R=Red, G=Green) must be paid with that specific color, while numbers can be paid with any color.
Converted mana cost (now officially called "mana value") is the total amount of mana in a card's mana cost, regardless of color.
Aerial Guide has a mana value of 3.0. This is important for effects that care about a spell's total cost, like cascade or cards that say "mana value 3 or less."
Oracle text is the official, current rules text for a Magic card as maintained by Wizards of the Coast. It supersedes any printed text on older cards.
Aerial Guide's current oracle text is: "Flying Whenever this creature attacks, another target attacking creature gains flying until end of turn."
Price data for Aerial Guide is currently unavailable. Check TCGPlayer or Card Kingdom for current prices.
You can purchase Aerial Guide from major MTG retailers including:
- TCGPlayer (USA)
- Card Kingdom (USA)
- Cardmarket (Europe)
Prices vary by condition and printing. Check multiple sellers to find the best price.
Foil cards have a shiny, holographic finish that makes them more collectible. They are functionally identical to normal cards but typically cost more due to their rarity and visual appeal.
Format legality information for Aerial Guide in Standard is not available.
Standard is a rotating format that only allows cards from the most recent sets.
Aerial Guide is Legal in Modern format.
Modern includes all cards printed in a standard-legal set from 8th Edition forward.
Aerial Guide is Legal in Commander (EDH) format.
Commander is a casual multiplayer format where you build a 100-card singleton deck around a legendary creature.
Aerial Guide is Legal in Pioneer format.
Pioneer is a non-rotating format that includes all standard-legal sets from Return to Ravnica forward.
Aerial Guide is Legal in Legacy format.
Legacy allows almost all cards ever printed, with a substantial ban list for balance.
Aerial Guide is Legal in Vintage format.
Vintage is the most permissive format, allowing almost all cards with only a minimal ban list. Some powerful cards are "Restricted" (limited to 1 copy).
Aerial Guide is Legal in Pauper format.
Pauper only allows cards that have been printed at common rarity in a paper or online set.
Format legality indicates which official MTG formats allow a card to be played:
- Legal: Card is allowed in the format
- Banned: Card is prohibited from play
- Restricted: Limited to 1 copy (Vintage only)
- Not Legal: Card was never part of that format's card pool
Different formats have different banned lists based on power level and game balance.
This printing of Aerial Guide is from AKR (AKR), with collector number 47.
Aerial Guide may also appear in other MTG sets with different art or special treatments.
Aerial Guide is a common card in AKR.
Card rarity affects both availability and price. From rarest to most common: Mythic Rare → Rare → Uncommon → Common.
Aerial Guide was illustrated by Sidharth Chaturvedi.
Magic: The Gathering features artwork from hundreds of talented artists, and many cards have been reprinted with new art over the years.
Aerial Guide is a 2/2 creature.
Power (2) determines how much combat damage the creature deals. Toughness (2) determines how much damage it can take before being destroyed.
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