[card]Favorable Winds[/card] is back. I don’t think anyone was glamoring for it, but it might have it’s uses. Let’s see what could benefit from it.
There’s 88 creatures that mention flying in the four sets we’ll be left with after rotation (although some only have reach, where the reminder text mentions flying). There should be some good ones there. Sadly, some of my favorites are leaving (like [card]Rattlechains[/card] and [card]Dimensional Infiltrator[/card]), but we have many strong ones left. I’m not going to look at various big monsters, because they shouldn’t need the help of +1/+1, so [card]Angel of Sanctions[/card] is out.
It’s actually very hard to say which creatures are worth it. Should one run [card]The Locust God[/card] here? Probably not, but who knows? Maybe there is a build. There’s also [card]Whirler Virtuoso[/card] and [card]Maverick Thopterist[/card] in the same colors.
There is also some pretty cheap fliers in Ixalan, where blue has several Sirens.
The best vehicles (in Kaladesh block) also have flying, so we could play those as well. Maybe (again, probably not) even [card]Whirlermaker[/card] might be worth it. There’s [card]Drake Haven[/card]… but probably not. It’s more of a control finisher.
Let’s try blue-black.
4 Siren Storm Tamer
4 Storm Fleet Aerialist
4 Skyship Plunderer
4 Kitesail Freebooter
4 Nimble Obstructionist
4 Favorable Winds
4 Fatal Push
4 Jace, Cunning Castaway
4 Fetid Pools
4 Drowned Catacombs
We might want more than 20 flyers, but we need some interaction as well and Jace can help us find what we need, although Jace might often just die as well. If we had more flash creatures, we could think about using some counters, but I don’t really like them here.
The curve is pretty low, so we could think about cutting a few lands, but again, Jace helps, as do the cycling lands.