Trials Phase 1 Card Idea Analysis:This card has always been interesting to me in terms of mechanics, but I've always questioned its effectiveness. Air is already an element with a large amount of creature control and yet this card suggests the possibility for doubling it. Having said that, this card was produced before Sky Blitz existed and therefore didn't take that into account, but it does not change -much-. If this card were to be included in the game I'd like to see what other Air Spells are introduced to see what new and exciting combos could come out of through this card.
Aside, I don't know if I would pack this card in a Mono-Air as it currently is, not many Air Spells successfully create a strong, killer deck. However, what I do like about this card is that it can be paralleled to pendulums in that it is reliable. By playing 1 Air Spell, you don't have to worry about finding it in your deck again, so long as the Squall Line | Squall Front remains on the field.
If there were any way I would change it to spark new life into it would be in the following manner. Currently it just kind of doubles whatever Air Spell you played... how about letting it cost 4
| 3
and it copies whatever Air Spell is used along with the cost of the card and all of the cards' effects. In this situation it allows Flying Weapon to be used for 3 times, once with the card, and twice with this permanent, (considering the Summoning Sickness). Aside, with enough pillars/towers this gives more reliability to Sky Blitz.
In all honesty I enjoy this card but as the metagame stands, this just creates more reliable CC and doesn't add much to the Flying Weapon or Sky Blitz strategies. I'd personally wait to see more Air Spells included in game to see how this card evolves with the game.
It's a card that changes the way people think about spells and also creates an interesting concept for others to learn from.
Excellent work smuglapse, as usual. ^_^