When Aether Hub enters the battlefield, you get (an energy counter).
: Add to your mana pool.
, Pay : Add one mana of any color to your mana pool.
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Aether Hub Discussion
17 hours ago
So, a few things here. I would adjust the mana base a little bit. There are some dual lands that come in untapped pretty easily in your colors. Botanical Sanctum is way better than Woodland Stream. In the upcoming set, Ixalan, there are reprints of Sunpetal Grove and Glacial Fortress which will be of a bit benefit here. You need more lands as well, because only having 18 while having a huge amount of high cmc creatures and a huge amount of creatures in general is bad. I did the same when I first started. You should shoot for around 24 lands. I would recommend having 4x Aether Hub, 4x Botanical Sanctum, and maybe even some Scattered Groves or Irrigated Farmland so that if you don't need the mana you can cycle the cards. Mana is a huge part of Magic that I overlooked when I first started playing.
Moving on to your creatures, you should definitely get rid of some of these as their ETB abilities are not as good as others you have. Kujar Seedsculptor, Maulfist Revolutionary, Weldfast Wingsmith, Sifter Wurm could probably be removed. I see the synergy there between a lot of them, but there are definitely some other cards you have mentioned that would be better as a 4 of.
Rogue Refiner and Servant of the Conduit could probably fit in well as 4 of's. Rogue will net you energy and card draws, and Servant will net you energy and ramp into any of your other creatures. Since you are generating so much energy, you're going to need something to drop it in to. You could use Bristling Hydra or even something different like Aetherwind Basker. If you don't want to go the creature route for channeling energy, you can use Gonti's Aether Heart and take an extra turn every so often. That could win you the game pretty easily. Regal Caracal would also be a great 5 drop spot, maybe even over Cloudblazer or a 2-2 split would be good too. Things like Sram's Expertise or Servo Exhibition are nice as well because you'll get double the amount of Servos. I see that you have Illusionist's Stratagem which is awesome, that would work well with Regal Caracal. Also, I would cut out Pyramid of the Pantheon and maybe even Gift of Paradise for some lands / creatures.
Very interesting deck, I love that you've chosen to make something so complex with your first deck. I started with Panharmonicon when I first started playing but I used Blue and Red as my primary colors and used things like Whirler Virtuoso and Maverick Thopterist to make a ton of thopters.
Hopefully I've been of help to you! Just remember to always make sure you have ~24 lands unless you have a really low CMC deck, or play things like Attune with Aether or other ramp spells. Make sure the majority of your creatures are 4 of's instead of 2 of's. You want to make the most of what you get, so ensuring you draw something great is better than drawing something okay in it's place. You want to play things like:
4x Rogue Refiner, 4x Regal Caracal, 4x Cloudblazer, 4x Sunscourge Champion, 4x Champion of Wits, 4x Servant of the Conduit, 4x Sram's Expertise, 4x Panharmonicon
and so on and so forth. I would go on to http://gatherer.wizards.com/Pages/Default.aspx or tcgplayer.com and search for cards in your color under "standard" and just browse and see what you can find for enter the battlefield effects.
1 day ago
Several suggestions -
First off you need to include more lands, at least 24.
I'd play 4x Attune with Aether on top of your 21 lands. This fixes your mana and gives you access to both Aether Hub and Harnessed Lightning, which seems better than Cut / Ribbons. Attune does demand more basics, but that is fine, since we want to play on curve and therefore not have too many lands that ETB tapped. Having a lot of lands to cycle away lategame generally isn't worth the loss of tempo.
Ammit Eternal is a strong creature, which synergizes well with our deck. I'd definitely play the full playset. Same thing with Hapatra, Vizier of Poisons. I know she's legendary, but she will eat loads of removal. You should be quite happy about the games where you get to keep a spare in hand. Channeler Initiate should also be a playset due to great synergy.
People expected a lot of Harsh Mentor, but he proved to be less than worthwhile. We're not an aggro deck and he synergizes in no way. Out. Same with Hazoret the Fervent and Samut, Voice of Dissent. Great cards, just not so much here. All three should go. Crocodile of the Crossing is a great alternative to Hazoret, given that it can attack the turn it enters and it has -1/-1 counter synergy.
I personally do not care much for Obelisk Spider. It looks grindy and doesn't seem to do much by itself except for leeching a bit. I haven't tried it out though, so I might be all wrong on that one.
Although Sweltering Suns can potentially make for a lot of scarabs, it's a dead card in most cases where you don't have Soul-Scar Mage out. You want to be the one going wide, so you're often the one being hit the hardest. Might be useful in sideboard. Same thing goes for Skysovereign, Consul Flagship. This deck doesn't have a lot of ways to crew it either.
I really like the idea of Soul-Scar Mage in a deck that revolves around negative counters. Hopefully this will help you improve it.
2 days ago
Hey there, new Planeswalker! Always great to see new faces to the game! If you feel like spending a little more money, I would reccommend putting in dual lands in your mana base. Hissing Quagmire and Blooming Marsh (4 each) are the best dual lands for Standard. I would also reccommend putting in a playset of Aether Hubs for additional mana-fixing. Having the right colors for your spells at all times is incredibly important; getting color-screwed is one of the worst things that can happen during a game.
A really fun finisher is Torment of Hailfire. Cast this thing on turn 7 or 8, and your opponent will be in for a Hail of a ride (ba dum tss). I would run 1 or 2 of these to have a little fun. ;)
Also, looking at your sideboard, I think it could use a little work. A sideboard is the most important part of a tournament match; it can make or break a round for you. A good rule of thumb is 5 cards to deal with decks faster than yours, 5 cards to deal with decks slower than yours, and 5 cards to make your deck faster. I'm not very good at sideboarding with Black/Green decks (I'm a Blue/Red Control guy, myself), but some suggestions would be:
- Bristling Hydra: For control decks, Hexproof can be a real pain. Trust me, I've stared down the throat of three of these things at once. It enters the battlefield as a 4/3 for 4 mana which is already pretty reasonable. But paying the 3 energy it comes with to pump it up and prevent your opponent from killing it is REALLY, REALLY good. I would run 3 in sideboard.
- Blossoming Defense: This card also hates on control. Not only is +2/+2 for 1 mana really good, but it also gives your creature hexproof. I would run 2 in the sideboard to fill out the playset.
- Ambuscade + Prey Upon : Both of these are really nice against Aggro matchups, because you can take out an opponent's threat with your own without having to go to combat. 2 Ambuscade, 3 Prey Upon at most.
- Yahenni's Expertise: This card will destroy an aggro deck, or at least mortally wound it. It'll also cripple most midrange decks, as well. But, as a drawback, it might cripple you as well, but once it resolves, you'll be able to cast a creature from your hand for free. I would run 2 of these.
- Crook of Condemnation: Part of sideboarding is anticipating what your opponent will play. If you're interested in going to an FNM, go one night, but don't play- scout out what people there are playing, then build your sideboard accordingly. You'll probably see a lot of zombie decks, and Crook of Condemnation can eliminate threats from the graveyard, like Cryptbreaker or Relentless Dead. And trust me, you'll want those "GONE gone". Play 1 or 2 of these.
That's really all I can think of, otherwise this is a pretty solid deck. This is really impressive for a first build- nice job, man! As always, good luck, and welcome to the Multiverse!
3 days ago
My best suggestion is to cut it down from a 6-card combo to a 5-card combo. Right now you need to have Duskwatch Recruiter (which doesn't seem to currently be in the deck), Paradox Engine, Greenbelt Rampager, Aether Hub, Hope Tender, and some other nonland source of mana, because with just a single Hope Tender providing mana you can only break even on each cycle instead of going infinite. If you replace Aether Hub's part of the combo (I think Hub still needs to be in the deck) with Servant of the Conduit and Hope Tender with Oasis Ritualist then you don't need the other nonland source of mana. It's still a 5-card combo though...
3 days ago
Rhadamanthus what changes to this deck would you recommend in order to make the combo more efficient?The combo being exerting Hope Tender casting Greenbelt Rampager using Aether Hub to use the energy created by bouncing the rampager and untapping the Hope Tender to float infinite mana and use Duskwatch Recruiters ability to search for Samut, Voice of Dissent cast your creatures and then attack for lethal.
3 days ago
This deck does work well, but could do with a little tweaking.
In the late game, Disallow can prevent a Planeswalker hitting their ultimate for a Turn.
I never like Aether Hub for colour fixing in this type of deck. It only fixes once, unless you have extra ways of generating . You'd be better off with Wandering Fumarole, or one of the new buddy lands that are about to be released.
OR, if you included a card like Glimmer of Genius, it would work.
Yes, this deck is viable. More importantly, it is fun to play.
Great job. +1 from me.
6 days ago
Also Cranial Plating could be great, even without adding black