Choose target red or green spell or, red or green permanent. Its owner puts it on the top or bottom of their library.
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|Core Set 2020 (M20)||Uncommon|
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|Commander / EDH||Legal|
Aether Gust Discussion
3 weeks ago
ShiltonCDXX I have been looking into her yes and was considering to go down a copy of Aether Gust in order to make room for her. Though with the printing of Scavenging Ooze in Core Set 2021 that should hopefully tamper the abundance of graveyard-based strategies and Uro, Titan of Nature's Wrath even. Thanks for the mention.
1 month ago
I get what you're saying about Splinter Twin being a risk as its easy to get 2-for-1 if you're the Twin player. I tried to replicate that here where you could destroy the equipment with the copy ability on the stack which would cause the combo player to lose the creature later due to the ability. This 2-for-1 only works for artifact removal however.
Do keep in mind Kiki-Jiki, Mirror Breaker does exist in the format as there's no way to 2-for-1 that set-up and both my custom card and the Kiki-Jiki setup can only be pulled off no earlier than turn 5 which is pretty slow/late in the Modern format. While my custom card doesn't die to creature spot-removal like Kiki-Jiki, it does get removed easily to a wide myriad of format staples such as Inquisition of Kozilek, Natural State, Abrupt Decay, Smash to Smithereens, Abrade, Stony Silence, Kolaghan's Command, Rakdos Charm, Collector Ouphe and Karn, the Great Creator. There's also been more cards printed since Splinter Twin's banning that could be effective at countering the strategy that weren't present before such as Dovin's Veto, Authority of the Consuls, Thalia, Heretic Cathar, Fry, Unmoored Ego, Trespasser's Curse, Harsh Mentor, Wilt, Force of Negation, Tyrant's Scorn, Spell Queller, Aether Gust, Sorcerous Spyglass, Cindervines and Assassin's Trophy. Given the card pool and turn 5 being the earliest the combo can go off, is the late-game flexibility too strong?
Also this card is designed for Modern competitive and casual EDH value, but more emphasis on Modern.
1 month ago
Improbable Alliance is probably not very good for this deck, since this is an aggressive deck and alliance if for tempo decks, so definitely cut it. Cut Thrill of Possibility because it requires you to have at least two cards in hand and costs two mana, which is bad for a prowess deck. Also cut Flame Sweep and Keep Safe because first of all, 2/3 of your creatures don't have flying and secondly, this is an aggro deck and you should be killing your opponent before you need flame sweep. Keep safe is interesting, but again, it costs 2 mana and is not really an effective counterspell, since it is so situational. Also cut 2 Light Up the Stage and 4 Skewer the Critics because they often dont trigger prowess. You will usually be casting them after combat, which is pretty bad.
So, you cut around 11 cards, what should you replace them with? Well, to start off put two Dreadhorde Arcanist. It is a wizard and will let you recast spells, triggering prowess at the same time. Put in 1 Treasure Cruise. Although it doesn't synergize too well with dreadhorde arcanist, there's a reason why this card got banned in modern. Because you'll be casting so much cheap 1 mana instants/sorceries, this should easiley be a one mana Ancestral Recall . So now there's 8 more cards to replace. Add 4 Crash Through, as it will draw you a card for just 1 mana, triggers prowess and gives your big creatures trample. It's a must include in any pioneer prowess deck. Next, add 2 Warlord's Fury or 1 of that and one The Royal Scions. This depends on personal preference, if you want a late game play, the scions is fine. Personally, I would use just two Warlord's Fury. Finally, put in two Spell Pierce. It is basically keep safe but cheaper and less situational. For example, it can counter key noncreature spells in a combo deck, counter a big planeswalker, counter a board wipe, or just any non creature spell, all of which can not be done by keep safe.
Lastly, the sideboard needs some work. Take out all the cards in the current sideboard. Add two Pithing Needle. It can deal with pretty much any card in the format. 3 Grafdigger's Cage or Tormod's Crypt for some much needed graveyard hate. Remember, all these cards trigger prowess as well! Put 4 Abrade in the sideboard, as it can deal with creatures pretty effectively and can kill artifacts as well. 1 Disdainful Stroke for matchups with more beefy spells. 2 Mystical Dispute because of how overpowered simic and a lot of other blue decks is. 1 Aether Gust because again, simic is really powered (also deals with lots of other cards in pioneer by countering them or bouncing them). For the last 2 cards, add Searing Blood.
2 months ago
Cool deck. I haven't seen aria of flame be used very much, so its cool that somebody is making a deck out of it.
I have a few suggestions for this deck. The Magic Mirror seems like an interesting addition, but I don't think having two would be good since the artifact is legendary and at the best costs 3 blue mana.
Shock is pretty terrible in modern (no offense), I would put in more cantrips such as Serum Visions or 1 mana counters like Spell Snare and Spell Pierce. However, don't put too much of the 1 mana counters since they can only be used in certain situations.
Snapcaster Mage is absolutely necessary in a deliver deck. I would recommend putting 4 copies in.
Maybe 1 Magmatic Sinkhole for some premium removal?
For the sideboard 4 Dispel is wayyyy too much. Take out 1 or 2 Dispel and add Ceremonious Rejection. This will help you deal with a little bit of tron and artifact decks.Reality Shift is okay but something like Aether Gust would be better. One Ashiok, Dream Render and two Relic of Progenitus is needed for graveyard hate.
4 months ago
I played this version (well, my very slightly different build) twice last.
I absolutely walloped a Jund Midrange deck - Game 1 I ended with like 8 Pegasi in play and Game 2 the other guy just up and left after I Shattered the Sky.
But I lost pretty decisively to Jeskai Fires - Game 1 I didn't have an answer to Fires of Invention and got overrun by a Sphinx of Foresight, a Bonecrusher Giant, and a Cavalier of Flame before I could get my shit together. Game 2, I sideboarded out -4 Alseids and -1 Birth of Meletis for +2 Aether Gust, +2 Dovin's Veto, and +1 Heliod's Intervention. I won Game 2 with a stream of removal/denial and 4 rounds of Trawler attacks. Game 3, my opponent drew 3 Fires of Invention! I cancelled the first two, but had nothing for the third. With 6 untapped lands, my opponent dropped Kenrith, the Returned King and a Cavalier of Flame, juiced and hasted them both, and gave me a 17 point hit to the face. No coming back from that.
I'm not really sure what I could have done better to face that deck. But I definitely felt a bit outclassed.
5 months ago
Hi, in your image of the deck it's a Bedlam Reveler but you don't have it in your list, in a prowess deck it's useful to use 1-2 copies to do a hand refill. Another suggestion in the main list it's to include Dig Through Time or Treasure Cruise, I prefer the Dig over Treasure, because can search deeper the 2 sparks or threats you need to finish the game and it's instant speed.
For your side I suggest the following cards, but remember that you must adapt it according with the metagame of where you play:
- 2 Abrade - Can be used to hit creatures and artifacts.
- 2 Aether Gust - can buy you enough time to kill you opponent.
- 2 Dive Down - protect you creatures and count for prowess
- 2 Sorcerous Spyglass - Can Give you information and turn off walkers and troublesome abilities.
- 2 Tormod's Crypt - Graveyard hate always important, normally it's better use Grafdigger's Cage but turns off the Arcanist.
- 2 Lava Coil - Removal that exile
- 2 Mystical Dispute - Cheap counter vs control
- 1 Negate - Cheap counter vs heavy non-creature spell decks.
5 months ago
I've been considering a copy or two of Aether Gust in my side board now after seeing some buzz around it on twitter for UW control. It seems like a solid answer to Primeval Titan and other threats in that deck. It also is solid against a lot of other cards in the current hyper aggressive linear meta-game. Titan strategies being our worst matchups this might give us a chance, or just be a complete waste of a sb slot. It does get around Cavern of Souls and we can either put it on top before they search or after they search, to shuffle it back in the deck.
Does anyone else have any thoughts on this card?
6 months ago
Hey! I assume you have seen a fair amount of the standard metagame's insistence on only a few real decks being runnable, if you want to try and stomp the metagame, the best cards against both Fires and Jund Food happen to align. Here is a tester of the UW hatebears list I have been testing.
1 VIEW | IN 1 FOLDER
Run down of some cards and the deck a bit: Hushbringer stops the Familiar's ETB, the Korvold etb, all of the Cavalier etbs and death triggers, Frilled Mystic, Gadwick, Massacre Girl, etc. Lavinia, Azorius Renegade kills Fires, slows the fast ramped Nissas and crushes the Rakdos Knight's Embercleave reliance, as well as occasionally hurts the few Golos and Drill Bits lying about. Tithe Taker is a mainstay sideboard card against jund food stopping most of the familiar loops from being affective on your turn, as well as hurting Brontodon and Murderous Rider too.
Outside of that, Simic Ramp and Flash builds would be problematic, as this deck would die to Nissa, Ambusher, and Hydrioid Krasis, but with Teferi to stop flash and hurt Nissa, Giant Killer to stop Ambusher and Krasis a bit, as well as being a strong 1-drop against a variety of decks, Stonecoil Serpent as a powerful threat, and more interaction in the form of Conclave Tribunal , Essence Capture , Dovin's Veto and Spell Pierce to stick the win.