Aether Hub

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal

Printings View all

Set Rarity
Kaladesh Uncommon
FNM Promos Rare

Combos Browse all

Aether Hub

Land

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.

View at Gatherer Browse Alters

Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) -17%

0.25 TIX $0.68 Foil

Ebay

Aether Hub Discussion

Mad_Dad_316 on grixis improvise

20 hours ago

Have you thought about Glimmer of Genius instead of Reverse Engineer pair it with Aether Hub and its just gets better.

Boza on New League Idea - Standard ...

1 day ago

@Ryjo

Well, TBH, you do not really need that much fixing in 2 color decks. Rarity is determined as the lowest rarity a card is in current standard. For example, while Grasp of Darkness was once a common, for this format it will be an uncommon and you are only allowed 2.

And you are forgetting Aether Hub, Spire of Industry, Crumbling Vestige (for a turn), Evolving Wilds, Holdout Settlement, Unknown Shores, not to mention Attune with Aether, Traverse the Ulvenwald, Sylvan Scrying, etc.

I have neglected to mention Prophetic Prism and other artifacts. Enchantments too.

The fixing is plentiful actually, you just have to look beyond the rares that are played in tables of today's standard.

Additionally, the best fixing is at rare, but stretching your rare count to include lands, means your deck will be more consistent but less powerful - that is tension in the deckbuilding that does not exist right now.

sac_cb on STANDARD ENERGY DECK

1 day ago

Hi, let's try to help starting this discussion!

First, I'm having a difficult time understanding your payoffs here. Aethersquall Ancient may give you lots of headaches, like returning gearhulks to their owners hands. Possibly, you should think about two interesting payoffs: Dynavolt Tower and Torrential Gearhulk are staples in Temur and UR builds, should be on the list too.

I would go full set on Attune with Aether. It's a one drop, a filter and an energy source, can't go wrong with it.

Servant of the Conduit and Greenbelt Rampager are versatile options. Servant helps fixing the mana and crew Aethersphere Harvester. The Nellie the elephant is a very strong one drop, but demands you to pay for him to stay on board. But you can use it for crewing Aethersphere (or Heart of Kiran, if this sounds ok to you) crew a vehicle with it's trigger on the stack.

Since you have Greenbelt and Servant and you may play Dynavolt too, why not play Rishkar, Peema Renegade, Consulate Turret and Paradox Engine too? You may hit an infinite combo that could generate mana and energy! Fabrication Module could be interesting, but we are talking about a long, long game, something not so common in this meta. Even those 5 or 6th turn combos have very low probability...

Then, you need to dig this deck as fast as you can. Oath of Nissa, Anticipate and Glimmer of Genius are the main choices here, but you may go some Evolving Wilds too. Maybe not necessary with attunes, Aether Hub and Botanical Sanctum, though. Negate, Disallow, Horribly Awry and Void Shatter are (now) staples in more control builds.

Longtusk Cub remains an interesting two drop and Rogue Refiner a 3-drop.

Still, don't know what could really bring this deck out without a splash to black or red... Harnessed Lightning, Fatal Push, Incendiary Flow and To the Slaughter are powerful in this meta.

Would love to see this build taking shape in two colors!

Shwang on destruction is imminent

2 days ago

This is a cool deck! I like the idea of killing all their creatures and bringing them back under your control! And the synergy with Goblin Dark-Dwellers and Noxious Gearhulk!

My thoughts are to add a couple items that give you some energy right away, so you can use Demon of Dark Schemes early, such as Harnessed Lightning and Aether Hub. Maybe switch out Collective Brutality with Harnessed Lightning in main? My other thought is to take out a couple mountains in place of swamps. It looks a bit imbalanced.

Cool deck though! +1

Riclamin_Silentread on Mad Orrery (Budget)

2 days ago

Aether Hubs instead of the Cinder Barrens cuz they enter untapped and make whatever you need early on until you can hit the basics or Marsh.

Jerich0 on Elvish Dragons

3 days ago

At a glance, I would remove Radha and Elvish Harbinger. Instead I would run Arbor Elves and Elvish Mystic They come out faster and can help you ramp a lot. Joiner adept is good but can die really easily, especially if you are building for modern. Dragonmaster outcast is a good card but unless you can ramp up to that point is not really worth running. But if you want to I wouldn't suggest running more then one. Dragon master is just to mana intensive for simular reasons. And Slumbering Dragon, while cheap mean you have to be attacked at least 5 times in total or by 5 creatures. Until then it's just there going nothing and by that point you could already of lost. For other suggestions for creatures I would suggest Dragonlord's Servant since it lowers cost of dragons. And for actual dragons for the deck, I would suggest Thunderbreak Regent as it punishes people for targeting your dragons. You probably could run a play set of those. Stormbreath Dragon can't be pathed and attacks the turn it comes out. If it comes down to it, it's monstrous ability could give you some extra damage if needed. Maybe run around 3 of those. At least 2 Thundermaw Hellkite, it flies, it hastes and it pings enemy fliers for one which is on but the best part is that it taps them, which clears up the skies for your dragons. Some other dragons you may one to consider as one offs are: Atarka, World Render and Savage Ventmaw

As for lands I would drop lands to around 20-24 and if you can get shock lands and fetchlands those will help a lot. Shocks work really well with Arbor elves as they can untap them. Since you are playing dragons Haven of the Spirit Dragon is a good tribal land. A play set of those can give you any color mana for dragons and can be sacced to bring a dragon back to your hand. May also consider 2 Aether Hub and if you can afford it, a playset of Grove of the Burnwillows will help more then cinderglades.

With how expensive Dragons are I think your current set of enchantments, instants and sorceries are a bit slow and don't really fit. (Infernal Plunge, Battle Hymn, Cryptolith Rite and Shared Animosity). Since you're playing Red, Lighting Bolt is a must have. 3 Damage for one red is to good. For two Atarka's Command is really nice and versatile. Utopia Sprawl can turn your forests into lands that can tap for two mana. Dragon Tempest gives your dragons haste and deals extra damage. And Sarkhan's Triumph can help you get any dragon from your deck that you need. Since you are in green Rancor is always great to drop on a creature and Sylvan Scrying can help you get your non-basic to your hand.

I hope this help, I was just saying the first things that popped into my head. Other then this, I would try to keep your deck at exactly 60 cards.

ErcMan013 on Energy Buff

3 days ago

Alright, I've got a couple of suggestions I think you'll like. All of these suggestions are to making the deck entirely green. I am aware that the White and red it for flying control, but just trust me. I don't know how much your budget is, but this shouldn't raise the price heavily.

Load more