Aether Meltdown

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Kaladesh (KLD) Uncommon

Combos Browse all

Aether Meltdown

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.

Aether Meltdown Discussion

seshiro_of_the_orochi on COWABUNGA!!! Turtle power is a great toughness!

1 month ago

thomas9790: thanks a lot for the comment and the suggestions. Slagwurm Armor is an interesting suggestion indeed, the shields aren't too great though. Adding a whole new artifact strategy part for "just" a small push doesn't seem to be worth it overall. Tree of redemption isn't a turtle and has no special synergy except with assault formation. Agoraphobia is cool, but with Thriving Turtle , Aether Meltdown is better. Thank you very much for your thought still :)

Metamorphic1992 on Jeskai Superfriends

1 year ago

My issue with Superfriends is that you end up tapping out to play them so your opponent has an entire turn to explode without fearing the counterspell. Usually they will cast whatever they must either way but there are just some spells you can't afford to let resolve. PWs are great b.c if they attack them, you get more time to develope and if they attack you the planeswalker takes the game over. The only downside is sometimes they win before you stabilize and you have no mana to stop it. I suggest running a few less planeswalkers and more control. You can run like 8 or 9 PWs and still call it Super Friends. Jaya is an obvious take out, my other recommendation is Dovin Baan b.c he's not as powerful. Extra Pws are just win more and will cost you games more often than theme extra adv will win them for you. I recommend playing Seal Away as a 4x and up negate to 4x, cut the treasure maps for the negates b.c you already have pseudo scry on Azcanta and you don't need the extra mana when you run 25 lands plus Azcanta becomes one and teferi untaps 2. Seal away hits almost anything you want and you will need as many negate as possible to answer noncreature b.c you have plenty of creature answers. Also Lightning Strike is okay b.c it targets PWs but Harnessed Lightning is my preference b.c you can utilize the excess energy later to kill bigger threats. Plus you could easily sideboard Aether Meltdown against vehicles or just aggro in general and that has 2 additional energy, combo those with Aether Hub and you will be burning glorybringers and Lyras with a 2 drop instant. I would cut either rivers rebuke or ruinous blast for the Meltdowns. Pull from Tomorrow is too good not to run a copy or 2 in here b.c it just wins games if it's not countered or you could run a couple Gearhulk.

GamingInTheDark on COMPETITIVE Mono Blue Control (Dominaria Updated!)

1 year ago

The Aether Meltdown works very well vs creature based decks. It being a blocker against your hulks doesn't really matter at least in the games i played. When i got to play Tempest Djinn it alone could end the game easier and faster than a gearhulk. But i don't know how Tempest Djinn would work in your build cause of all the utility lands. It worked for me cause 4 of my lands are not islands. You on the other hand have 10 non-islands.

mrmango on COMPETITIVE Mono Blue Control (Dominaria Updated!)

1 year ago

@GamingInTheDark Interesting changes. Changing Ceremonious Rejection out for Vizier is probably a good idea. I have not tryed Tempest Djinn out yet though.

Also I was wondering does Aether Meltdown really work that well for you? Seems decent, but it seems like a bounce spell would do better, so that you have another chance to counter the spell.

Jukebox-Hero on

1 year ago

Are you on a budget? If not, Lyra Dawnbringer and The Scarab God are probably the best threats you can play. Otherwise, Demonlord Belzenlok is pretty fun. The deck seems very slow, and Approach of the Second Sun is not viable with the low amount of removal you play. Primevals' Glorious Rebirth is also likely to slow. i would recommend playing Fatal Push instead of Aether Meltdown. Damping Sphere doesn't do enough in a lot of matchups to play in the mainboard.

GamingInTheDark on COMPETITIVE Mono Blue Control (Dominaria Updated!)

1 year ago

I do HIGHLY recommend at least 2 copies of Aether Meltdown in the side board. It effectively acts as a removal spell vs any deck that's not running HUGE creatures. For example When i fought Mono Red it made ALL of there creatures other than Hazaret useless and hazaret turns into 1/4.Not very scary. DID I MENTION IT HAS FLASH. CAUSE IT HAS FLASH.

cfesler on BAM! You're frickin' dead, kiddo!

1 year ago

As amazing as the turn two Bloodlust Inciter seems, our current meta is rife with Fatal Push in any deck with black and Aether Meltdown in any control deck. However, it is a very aggressive turn two in any budget matchup, and is quite fun with any deck. Also, I would suggest replacing hazoret with the Juggernauts. I know the deck is budget, but if you make that investment you would be partaking in a creature with equal standing to the Scarab God. Two Hazorets will run you about 30-35 bucks, and while I can see that is over double the price of the deck already, the investment will be worth your while.

Mice_Overseer on OTK Oathsworn B/U

1 year ago

How often does this actually go off? Seems pretty fun either way, though.

You might want to try Supreme Will - it's in your colours and doubles up as a counter and a finder, both things you're already doing. I'd also recommend Aether Meltdown over Ice Over - basically the same thing in the early-mid game, but one has Flash.

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