The trick to getting the most bang for your buck with Aetherworks Marvel is going for large-scale Energy plays on turns 2 and 3, preferably a two-drop that adds three Energy and following it up with a three that can generate three or four Energy
Split cards are largely instants or sorceries, with the exception of Room enchantments
Seventeen years later, not too much has changedand Prereleases are better than ever
Multicolor storm turns on everything: Aragorn, the Uniter stacks triggers while Mana Cannons convert each cast into damage
The main downside for this card is that any Stifle or fog effects can take this card from a game-winner to a one-sided board wipe against you
So, once you have drawn through your entire deck, Nexus of Fate becomes the perfect extra turn payoff because it shuffles back into your library instead of going to the graveyard