|Commander / EDH||Legal|
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|Seventh Edition (7ED)||Uncommon|
|Classic Sixth Edition (6ED)||Uncommon|
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Whenever a creature enters the battlefield, ther Flash deals 2 damage to it.
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AEther Flash Discussion
1 week ago
Too many lands. Cut it down to 40 at most, 38 at the least,. Growing Rites of Itlimoc Flip and Rampaging Ferocidon are counter intuitive. you lost one life per creature to go wide, plus you creatures are huge so going wide will take a while.Kindred Summons has the same problem. Its really good, but only if you successfully go wide and not get board wiped. I recommend replacing it with Zendikar Resurgent. It doubles mana, gives you card draw, and keeps you in budget.
14 Ramp is a good number. Take out Hierophant's Chalice for Kodama's Reach. Hitting your land drops is just as important as ramping. try to keep most of your ramp under 4 CMC so you can reliably ramp early.
Ixalli's Diviner is too inconsistent. If you wiff the land drop, giving +1/+1 to a 0/3 is pretty useless.
Flying is great, but Haste is so much better. Even better than that is both: Fleetfeather Sandals. Swiftfoot Boots and Lightning Greaves are staple equipment in EDH. But, if you want to keep a flavor, Dinos don't wear equipment
Blinding Fog is ok. The fog effect is negligible. The mass Hexproof is good, but the are very rare occasions that there is mass targeting, so hexproof for a turn isn't great. It's a little pricey, but you might like Steely Resolve. It might backfire because it gives shroud so you can't target your creatures either, but keep it in mind.
You might like Descendants' Path over Sunbird's Invocation. It's not as consistent, but you can get it out much earlier. The draw back is that you might run through all your gas quick and screw yourself over in the long run, but you might also just run through everything.
Adaptive Automaton is nice, but not needed. Your creatures are already huge, so Anthems are kind of win more; you don't really need them. Small +1/+1 is nice if the card give you something else like Vanquisher's Banner. you already have that and Rite of Passage which can get ridiculous with the Enrage engine.
If you want to grow your enrage engine, AEther Flash might be an ok include. It can kill some of your creatures, but it can slow your opponent down a little if they are running a lot of small creatures
I'm sure you have something in mind for Emergent Growth but I don't know what.
If you take out what I suggested and not add anything you will be at 102 cards with 40 lands, or 100 with 38 lands.
2 months ago
Thanks for the idea, I never really thought about how vulnerable to non-basic land hate my deck was and the additional basics will make it run smother since I have enough dual lands for potential color problems. if you are planning on going Death Pits of Rath + AEther Flash, I would recommend running Festering Evil, cuz of the oppressiveness of the Death Pits of Rath + Festering Evil.
2 months ago
One thing i would consider, you have 7 lands that enter tapped. This is not counting the Rakdos Carnarium or Temple of Malice because those are great enter tapped lands but life gain lands could be swapped out for basics and the Rakdos Guildgate.
3 months ago
Assuming you want to go more stax than combo:
- Spirit of the Labyrinth
- Arcane Laboratory
- Blasphemous Act
- Dream Tides
- Pendrell Mists
- Aura of Silence
- Thalia, Guardian of Thraben
- Frozen AEther
- Lodestone Golem
- Vryn Wingmare
- Thalia, Heretic Cathar
- Grand Arbiter Augustin IV
- Ghostly Prison
- Sphere of Resistance
- Thorn of Amethyst
- Brago, King Eternal
- Leonin Arbiter
- Suppression Field
- Karmic Justice
- Salvaging Station
- Aven Mindcensor
- Mindlock Orb
- AEther Flash
- Porphyry Nodes
- Ethersworn Canonist
- Blind Obedience
- Authority of the Consuls
- Orb of Dreams
- Mist of Stagnation
- Tangle Wire
- Cursed Totem
- Mana Breach
3 months ago
I think Bloodchief Ascension and Waste Not could both be very powerful in this deck. I'd cut AEther Flash and Artificer's Hex for them. I'd add Pariah's Shield and replace Everlasting Torment with it. Attach it to your commander to make yourself completely immune from any damage.
4 months ago
Good to hear that it helped.
How about Lotus Vale? It's cheap on money and produces a lot of mana. I know you have to sacrifice lands for it but it comes into play untapped and interacts well with static orb.
I would definetely add Peacekeeper since once you can stall the game you win with this deck.
I would not run damage reduction. You already go for risk so why not going full risk? You could add Armageddon since it really interacts well with your punisher cards. Or Zuran Orb and Balance. And there was an enchantment that lets you discard lands to deal damage. This would be interesting here.
For card draw I would suggest looting instead. Faithless Looting and the likes let you skip cards till you get to those you want. The time you buy yourself will be your biggest card draw. All you need are the right cards.
I would still suggest to cut the Arbiter and the Amulet and add more things that interact really good with your strategy like this Peacekeeper.
Btw.. If you like stax take a look at my mardu stax commander if you want. I can always use some suggestions to make it even nastier: Marchesa Stax - bow before me
If you don't have some I gladly take praise as well. X'D
I hope these ideas help. Greets MA.
4 months ago
A couple of tough early drops, like Leatherback Baloth would be great too, but more / better burn might do more, especially instant speed (so it can stack on top of AEther Flash). Disintegrate or one of its cousins would do nicely in that slot.
In all cases, though, what to remove to make room? Sigh.