|Commander / EDH||Legal|
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Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature or Vehicle
When Aether Meltdown enters the battlefield, you get symbol:esymbol:e (two energy counters).
Enchanted permanent gets -4/-0.
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Aether Meltdown Discussion
2 days ago
Thank you. I test this decklist, as I'm weenie white player and always be happy to see pump spells with evasion, I find this deck really interesting and technical. Siren is really good. Hope of Ghirapur is tough, I mean, great card against counterspell decks and just a 1/1 flyer against other decks (if he kept mana to removal, he will does it when you sac). Skyship Plunderer is here for planeswalker and go crazy with one on table, otherwise 8 targets for energy with only Whirler Virtuoso as main energy enable seems too low for me and not enough impactful so finally it shows more as 2/1 flyer vanilla for me. Maybe include more PW maindeck ? I like the tempo of Aethersphere Harvester but maybe we have a slot here. And I was not happy of Curator of Mysteries each game I played. On sideboard Nimble Obstructionist and Aether Meltdown are weird for me. I would see more counterspells, Abrade, Magma Spray or wrath. So the deck is very great and I think there is some space to improve that list that can be competitive. What do you think about that @Ben4782@ ? Have you think about improve your deck ?
4 days ago
To cope better vs aggro, try bringing Abrade into the main deck, and consider adding Magma Spray, Harnessed Lightning and/or Aether Meltdown somewhere into the 75. I would recommend taking out Unsummon to make room in the sideboard. As for the main I would start by taking out Fling. I see no justification for this being in the deck. This deck has heaps of sweet finishers already, and as a removeal effect it is a conditional 1-4-2.
As a side note, adding the instant speed cards I've suggested will make Rashmi, Eternities Crafter able to trigger twice in a turn cycle, because you can cast spells in your opponents turn to get the trigger too :D
1 week ago
You are going to struggle with fast aggro decks. I would have some copies of Authority of the Consuls in your sideboard, and you should find a place for Aether Meltdown. It's not the best card out there, but it'll slow down the game until you can cast your approach. With only two copies each of Fumigate and Settle the Wreckage you won't have sweepers often enough to depend on them to keep your opponents side of the board in-check.
And a little side note: In your description you reference Torrential Gearhulk flashing back Approach or sweepers. It only hits instants, not sorceries, so that statement is partially correct. You can Gearhulk into a Settle (which is a great play) or your card draw, but you won't be able to pull Approach out for the health gain or Fumigate. Just something to consider if that makes a difference in main boarding that card.
2 weeks ago
Thanks man! Yeah I'm really starting to like control, I think Cast Out is going to fit in really well in the deck, and Disallow is just a straight up better card, I'm still not sure what would I would replace Aether Meltdown it looks like a very good card at stopping early threats but thank you so much for the ideas!
2 weeks ago
Ayyyyy, I have an approach deck too, love the card. Failure / Comply and Spell Pierce seem pretty weak, even in the sideboard. Negate seems better than pierce, the one mana difference will rarely be a big downside, and the fact that it's a hard counter will almost always matter.
Failure / Comply just delays your opponent from casting the thing that they want to cast, but it won't actually eliminate a threat, that is unless you counter it the second time. Still, if you really want a bounce effect, Commit / Memory is probably better. It bounces a resolved spell, so you don't have to have it up when the spells being cast. It's sort of your get out of jail free card if you let your opponent resolve something too threatening. But again, it needs to be followed up by countermagic.
I see that you're not running Aether Meltdown. I would recommend that you do, and here's why. It's basically a 2 mana instant speed removal spell for most creatures. If there is a creature with more than 4 power, chances are, your opponent sunk a lot of mana into it. If you can use 2 mana to almost blank a 5 mana spell, that's pretty good for you. Also, if you do this to a few creatures, your opponent might be forced to commit more to the board, making your Fumigate and Settle the Wreckage much better.
Aside from that, I think this deck is dope. Hope this helps, good luck at fnm!
2 weeks ago
Control is the way to go dude. Rock on.Some suggestions:Disallow instead of CancelProtection of the Hekma is useless in my eyes.You need help to make it to later turns. Try to get some cheaper cards to help you do that. Maybe something like Aether Meltdown. Takes away the damage and doesn't help them use recursion abilities. And all that for just 2cmcBesides that some more universal control would be nice. I'm thinking about Cast Out. That kind of stuff Besides that i love the overflowing insight and approach combo. Keep it up!
2 weeks ago
Just a couple of notes:You seem a little light on sweepers in the 75, consider running Yahenni's Expertise and/or Sweltering Suns to avoid being overrun by aggro decks early.
You're running Glimmer of Genius without any other energy synergies, so maybe Aether Hub has a place in the land base? you don't have to devote a bunch of slots to energy synergy and it helps fix your mana. Also, if you do want some more energy synergies, you can run Confiscation Coup and Aether Meltdown, Harnessed Lightning, so on and so forth. Clearly you already have a solid list and this would take some serious restructuring, and the results might not even be better than what you already have, but these are just options.
Clearly, the main reason you're in red is to hit Nicol Bolas, God-Pharaoh at the top of you're curve, and that's about a good a reason as any to be in the color. But to me, I think you've got enough red sources that I would definitely consider running a few other red cards, including: Abrade, because it's dumb and you can 2 mana kill a gearhulk, Cut, I know it's already in your maybe board, but it's only 1 and 1 red mana for super-efficient removal, and double spells make flipping amulet that much easier, AND doubling ribbons sounds like a hilarious way to end a lot of games, vance's blasting cannons as a pure freaking card engine, and the 3 damage a turn when it flips sounds like a great way to grind out a slow game, Lightning Strike because it's solidly efficient removal and late game 6 to the face is nothing to laugh at. Definitely don't run all of these suggestions, but I think some combination of at least a few of these cards would sure up your deck a lot. (sidenote: I wouldn't replace Torment of Hailfire with Cut, I would run some mix of them together. There's enough main-deckable graveyard hate in standard that there will be enough games that you never get to the second half of the card.)
Last suggestion, I don't like The Scarab God in this deck specifically. Don't get me wrong, I love the card, and there's DEFINITELY a reason for its nearly $40 price tag, so I understand if you had one that you'd be running it, but you only have 2 targets to Eternalize with it, in your 2 copies of Hostage Taker. And those are fantastic targets! But with only 2 of them, and needing them to hit the graveyard first, I don't think this god is particularly suited to an amulet deck. If the repeatable, difficult-to-handle threat is what you like, maybe The Locust God would be better? Still a solid body, and it's evasive, and it allows you to go wide while doing what control loves to do: draw. I just think it might be a more suitable threat for your strategy.
(another sidenote: while you're doubling spells: Swarm Intelligence? It's definitely a terrible card, but I think the idea of drawing 8 with a Glimmer of Genius and an amulet out is absolutely hilarious, or Lightning Strike for 12?)
Overall, I like what you have here. Bontu's Last Reckoning and Torment of Hailfire give you answers to Carnage Tyrant, and you have answers to Hazoret the Fervent in counterspells, Vraska's Contempt, and again, Torment of Hailfire. Those are definitely the most important cards to answer in the current standard, so you're well on your way with this deck. I definitely think Abrade deserves a few slots in your deck, because it's never a dead card, and especially against God-Pharaoh's Gift , you really want a cheap answer to their Gate to the Afterlife. But other than that, I'm a big fan of this deck, and I'll probably build my own.
2 weeks ago
Some ideas to consider:
You are missing a secondary win condition in your sideboard. If anything happens to your Approaches in games 2 and 3, you won't have any other way to win outside of Gideon staying on the table and dishing out the 20 damage himself. You might consider tossing in a few Torrential Gearhulk in place of the additional Aether Meltdown you currently have slotted there.
You should also find space for a few Settle the Wreckage. At instant speed it deals with Red aggro haste, R/G Dinos with Regisaur Alpha, and any deck running Gods or indestructable creatures. Three copies of Cast Out is great, but dealing with your opponent's entire board is even better. And after many, many uses of that card myself I can safely say the drawback is pretty small against your deck.