, Sacrifice Æther Spellbomb: Return target creature to its owner's hand.
, Sacrifice Æther Spellbomb: Draw a card.
|Want (3)||mcbacon , MeJeremy , MisterFamous|
Printings View all
|Mystery Booster: Store Edition (MYSTOR)||Common|
|Mystery Booster: Convention Edition (MYSCON)||Common|
|Modern Masters (MMA)||Common|
|Duel Decks: Elspeth vs. Tezzeret (DDF)||Common|
Combos Browse all
|Commander / EDH||Legal|
Aether Spellbomb occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Aether Spellbomb Discussion
1 month ago
OP_Sigma appreciate the comment - I've updated the list since your post. Some major changes today.
Dafufu - Major Updates made today.
Justification: - Rapid Hybridization: With more and more Fish Hulk decks showing up Rapid Hybridization earns a spot for instant speed removal on Thassa's Oracle along with the ability to have that pocket spot removal available.
Jeweled Amulet: Many Urza list have run this since day 1, dropped Trinket Mage for it. Trinket Mage always felt too clunky and was really only in the deck to get Top which was only 1 of 3 piece combo. Grabbing Top with Trinket mage always felt like a step backwards.
Thassa's Oracle, dropped Jace as Thassa's Oracle is just better and offers utility if you do draw the card. Jace was always a dead draw. Now you you do draw Thassa's Oracle you can potentially use it if you're in a dire situation.
Walking Ballista, dropped Fact or Fiction. Out of 50+ Urza matches I've played Fact or Fiction maybe twice. The CMC is too much and very rarely are you in a position unless it's mid-late game to expend the mana on this spell. Every time I have an opening hand with Fact or Fiction I sigh. Walking Ballista has been added an a backup win con but most importantly something another form of spot removal.
Aether Spellbomb, dropped Timetwister as this list doesn't run the Codex Shredder loop. Timetwister had it's fun, half the time you're giving advantage to your opponents. Aether Spellbomb offers potential spot removal, bouncing Urza & bouncing Thassa's Oracle (if played early on). Aether Spellbomb offers utility as well.
1 month ago
My sideboard continues to change frequently. I have a 4th Archmage's Charm, Cyclonic Rift, and Day's Undoing at the ready. Surgical Extraction seems likely to stay in. But the rest are merely placeholders. I’m not exactly sure what I should replace them with. Pongify is still a valid option. Having early removal may prove highly beneficial. Mystical Dispute and Stubborn Denial are also useful counters against other blue/counter decks.
Now Relic of Progenitus is a very useful card, although is does have its drawbacks.
It can consistently remove cards from your opponents graveyard. But it’s second ability works against you because it will exile your graveyard as well. It does not work well with Day's Undoing. It is also not blue, nor is it an instant or sorcery, therefore you cannot combo it with Thing in the Ice Flip or exile it with Force of Negation.
Surgical Extraction Is nice, it can be cast for free, it can be cast at any time, it can also be recycled with Mystic Sanctuary. The downside is that you must always pay 2 life to cast it (this deck has no lifegain whatsoever). Both cards have their downsides and neither one fits exactly, although Surgical Extraction works slightly better for this kind of deck.
Vendilion Clique is a useful card on its own, yet it doesn’t fit exactly into the deck. I don’t have enough bounce in the deck to consistently utilize Clique’s ability several times over. Now the 3/1 flying is nice, but I already have that with Brazen Borrower. The upside to the Clique is that you get to look at your opponents Hand and get rid of a problematic card. However, Borrower can act as an Instant spell (Which can trigger Thing in the Ice Flip. Borrower can also remain in exile, this way it won’t be Bounced by Thing in the Ice nor will it be shuffled back into the deck by a Day's Undoing.
Kefnet the Mindful used to be in the deck. It was paired with Day’s Undoing to immediately become a 5/5 flyer. The problem is that he takes to long to setup. His 4 mana draw/land bounce ability won’t be useful until the late game. In the end, he ends up taking space in the hand or field, but doesn’t actually do anything (with a hand of 7 cards Kefnet is formidable, as soon as you start to play spells, Kefnet is useless again, essentially, Kefnet discourages spellcasting).
Aether Spellbomb was a card I enjoyed playing in the main deck. However, I found that it couldn’t combat every situation. Eventually it made its way into the sideboard as I needed to make space for Brazen Borrower (a mich more useful and potent card). Even though it has saved me in the past, I am thinking that it just can’t keep up with the rest of the deck. For one, it cannot be exiled with Force of Negation, for another, it is not an instant or sorcery, therefore it cannot trigger Thing in the Ice Flip. I think it has served it’s purpose in the past, but I don’t see it coming back into the deck.
This is what I would end up with when considering what I want to keep in my sideboard:
1x Archmage’s Charm 1x Cyclonic Rift 1x Day’s Undoing 3x Surgical Extraction 4x Mystical Dispute
I still have 5 slots left to fill.
I’m thinking about perhaps adding some sort of protection against burn decks, maybe some more countermeasures against other counter/control decks, and I also feel like my defenses against Aggro may need to be tightened up.
2 months ago
AlwaysSleepy If you can't understand why I would point out when a 0 decks 1 post account logs in after two years to call me a fucktard, then there isn't much more to discuss on that point.
As far as whether or not you suck, even a stopped clock is right twice a day. I enjoy it when people with less or more experience post, as long as its discussing cards or linking new ones.
As far as building Urza midrange versus artifact focused, yes I understand why the choices are made. This just keeps coming back to some basic facts though. The commander makes mana from artifacts, and then uses lots of mana to get free spells. Running 12 counterspells is going to mess with Urza activations. In a vacuum, a counterspell is going to be better than a trinisphere, but do you know what card the deck always has access to, every single game, from turn 1? Urza! What does Urza do? Give mana from artifacts, and use mana to get free spells. Do you know what free spells are unfortunate to get from Urza activations? Counterspells!
To respond to your card comments
Legacy's Allure - I'm glad we are in agreement that this card should go.
Homeward Path - This card is very common as tech in Selvala and Yisan decks. Gilded Drake is a very popular card that can go into most competitive decks with blue as a piece of removal. Both Yisan and Selvala are extremely commander dependent while being mono colored, with the Crop Rotation already there in many builds. Just because the card is not run in the Shaper list does not mean the card does not see play, it is tech that shows up. Since the card makes those decks cry big fat tears when it is resolved, it goes in. Which brings us to
Pithing Needle and friends. There are enough of these effects and they are so rancid for this deck that you must be aware of them when you build. It is simply asinine to ignore how dire this card resolving is for this deck. The bigger problem with these types of cards is that this deck runs so little removal and places all emphasis on counterspells. As far as Needle appearing or not, just because it doesn't show up in a big name brewer list doesn't mean the card isn't played. I have seen many competitive commander decks slot this card. It is a strong hate card against many commanders, the card that everyone always has access to (if they run Homeward Path lol). This list crumples to turn 1 Pithing Needle and it serves as proof of what the card can do. 1 mana and 1 card to lock out a player from winning is significantly better than a counterspell. The card is mana denial against uncracked fetches (they can't crack in response to the naming), it hoses entire commanders, its great against the random planeswalkers that show up, its amazing against the random Animatou deck that showed up, it shuts off so many infinite combos and is such a strong answer that can go in any deck. P.S. it could even go into an Urza build
Aether Spellbomb - My thoughts exactly. Goes in for Allure
Recurring Insight - I can believe that anyone who has resolved it has won. There are caveats to that statement though. You're giving up big opportunity cost as you could have another card in that slot doing something else before 6 mana. It is also hard to protect it resolving, because it costs 6 mana. Let me use an analogy to make one last point. Just because I won by tutoring from Diabolic Tutor does not mean that Demonic Tutor is the same. You can run sub-optimal cards that lead to winning, that category would most likely encompass 99+% of decks made.
Mishra's Workshop - This card once again used to show flaws in deckbuilding. The commander focuses on artifacts. This deck doesn't have an artifact density high enough to run Workshop and put it to use. It runs 19 artifacts. This card and the commander make big mana for or from artifacts. After the lands, there are 68 slots. 19 are artifacts. This is another overall design flaw rather than weakness between the card and the commander.
Howling Mine - I agree that this card has risk associated with playing it. This is why timing is crucial. If played when Urza is on the board, you are able to advance meaningfully with an extra and card every turn for and 1 card. Howling Mine isn't great in a vacuum, but once again it goes really well with that one card we always have access to. Even if later Urza is removed, we got advantage from it first and we got it earlier. Giving all your opponents 1 extra card (so 3 total) on turn 5 is negated by getting an extra card for yourself on turn 3 and 4. Getting access to the cards earlier for us is worthwhile even if on a later turn our opponents are collectively getting 3 cards to our 3 cards. Timing is just required to make this card effective. I find it hilarious that this list realizes the benefit in running Winter Orb and Static Orb but glances over the same synergy with Howling Mine. Do you see how those cards also hurt you without your commander?
Trinisphere - Its totally not cut, just not in the list. The authors can put flowery words next to it but this card should be an auto include. Not having it here makes me question why.
Ensnaring Bridge - Not the best possible include but worth a consider if the deck is more artifact centric. Can hose down Tymna and also some win cons. Urza plays well with a small hand and a fatty board.
As far as "You're just going to get flashed on" I'm not advocating for eliminating counterspells completely. It could easily go down to 8 and you will still see counters in your opener. The forgiving mulligan rules of multiplayer with the added new London Mulligan makes it easy to go back for one if you see yourself sitting across from TnT.
Expedition Map - Leads to Tabernacle and leads to Inventor's Fair. You can use to go to Academy Ruins to plop back on top to continue to toolbox lands. Its a tutor in a relevant type that can become an engine in games where you have more space. In more artifact centric builds you can extend more into non-basic lands as fetch targets, because you will need less blue for counterspells and 6 mana draw spells and Legacy's Allure.
Basalt Monolith + Rings of Brighthearth is a usable combo in certain contexts. Gonna keep going back to this idea that we always have Urza in the command zone as being important to the development of the deck. Urza gives us A LOT OF MANA. Rings has a great effect, but needs A LOT OF MANA. See where I'm going here? When we get Rings activations onto fetches, we are double thinning and ramping ourselves, but we're also priming the deck for BETTER URZA ACTIVATIONS. You also get infinite mana loops with Codex Shredder and any card that goes to GY like a spell. Basalt is definitely a downgrade from Grim, but Rings is such an upgrade from Power Artifact for usefulness outside combo and mana isn't as much of an issue in Urza so I think its worthwhile.
As far as the rest of what you wrote, yeah nice dude this is a $4000 durdle list and you are out here defending it. These brewers are so isolated in their own meta they make absurd card choices and overall deckbuilding decisions. Yeah this list is trash dude, and my comments about people being sheep are funnier with every reply. Why are you out here schilling for this list? Idol worship or idle time?
2 months ago
alright well sure why not ill take a stab but i suck at magic and also didnt make this list so if that discounts me you can stop reading now, though since it appears to matter, yes this is my main account
General comment about the state of the format, and how it's changed a lot since Oracle. Urza isn't a considerably quick deck, the nature of mono blue limits its options speedwise, and while the card quality blue has is on average, very high, mono blue normally is not as consistently fast as decks with black - though with certain draws it can be.
This puts Urza in a weird spot deck building wise. Urza wants to play to the board and develop its mana and board state. But Urza is ultimately a value card overall, which is even reflected outside of EDH as most Urza decks across formats are some mixture of midrange with a combo finish. Does not mean EDH must do the same but such a strategy has legs.
Okay so now EDH context. Urza isn't the fastest deck at the table. Especially with Oracle Hulk being the strongest deck now - this puts stress on Urza to hold up interaction consistently as opposed to develop mana for a few turns and attempt to combo.
Some of the artifacts can do both, some cannot. My point is that just vomiting artifacts and goldfishing a few turns doesn't work in EDH unless you are the Flash deck. Urza has to accommodate that. Thus, a midrage plan is explored.
Okay specific cards:
Legacy's Allure - I've not been big on it. Also it looks weaker now cause like, it's not as playable any more. It was Hulk tech cause it worked vs. older Hulk piles. It's not effective any more into Hulk, and is a very reasonable cut.
Homeward Path effects - I'll be honest I've never seen this played in a cEDH deck. The effect is so narrow for a poor manabase addition. It's severe deckbuilding cost to run this single card for what is, 1 or 2 effects max across a format. Anyone running this for just Drake is probably focusing on too small a margin.
Pithing Needle effects - Similar, I don't think it's necessary to skew a deck so harshly for a single card. Needle is rare, Revoker is more common. Totem would be the real issue to worry about. It's completely fine to tech more against it if you see it. But teching or skewing for specific effects not commonly played isn't a good idea.
Aether Spellbomb - Sure, I like it too. I see it in place of Allure with Oracle Hulk.
Recurring Insight - I don't think anyone who resolved this card has lost. It's a win-con itself. If you want to write this argument off, I don't think I can say much more.
Mishra's Workshop - Most EDH decks don't run enough artifacts for this. By the time you are your card quality is lower than it could be. I cannot say I've seen any EDH deck run an adequate density for this to not be a random ritual and then it's done. You need to skew heavily into artifact permanents, but then, see the original Urza gameplan argument.
Howling Mine - This card is actually dangerous if Urza is removed. Not a fan.
Trinisphere - It's amazing. In fact, it's so good, the authors literally said it's really good and you can run it. It's not cut.
Ensnaring Bridge - Mono blue is not a terribly inspiring Bridge deck considering there are so many good blue cards to run. But yes, it's playable in Urza.
Spinning Urza is strong, but arguing that counterspells make it miss and that card draw isn't good with it isn't understanding where Urza stands as a deck in the format. You probably aren't going to be able to sit and spin the wheel much in the current EDH climate. Or at least, not without getting Flashed on.
Expedition Map - It's fine. Not winning awards for speed, but it's an extra copy of a land.
Basalt + Rings has not been playable in cEDH for a very long time, and Urza doesn't change that. There is not an excuse to play poor quality cards for a moderate upside.
Urza isn't an artifact goldfish deck in EDH - or at least in the max power environment, it just can't afford to be any more. That's what many of these card choices have as context. If you have some different opinions sure. Doesn't make the entire list trash.
I find your aggressive comments on calling everyone stupid followers comical lmao. Like, come on that rhetoric is unnecessary. If you want to make a point, it should stand on its own by its actual soundness. Don't need to shit on literally everyone and then tell people to suck it up and put on "big boy pants" and give you a pass to engage in needlessly aggressive discourse.
but whatever i suck at mtg. its my real account tho, i used it like 2 days ago
2 months ago
You clowns slapped a new commander on top of CVT and called it a day. I know that these authors are treated as if they walk on water around these parts, but at a certain point this is just getting ridiculous. Compare the lists between Chain Veil Teferi and this one. Do you really think the two commanders are that similar? There are probably less than 10 cards of difference between these lists. Do you really believe that a PW commander and an artifact centric commander should have a 90% overlap in their lists?
You guys seriously have to stop slotting Legacy's Allure . Its a slow meme card that only performs if its in your opening 7. It is a complete dead draw later in the game. It doesn't advance your own position. Its relevance on the board turn 3 and 4 depends largely on your position in the turn rotation. The card type makes it the worst for interactions in your own deck. It isn't guaranteed to land against important creatures, because it is based on Power. It crumples to creature buffs while its on the stack. This is a pet card, and I'm extremely tired of seeing it pop up in lists because some noob saw it here first. Aether Spellbomb outperforms this immensely in an Urza list, especially since this particular list runs out of gas and struggles with card draw. Spellbomb also can activate itself via tap when Urza is out. Spellbomb also adds further resilience in this deck by not relying on creature stealing effects, which can be negated via Homeward Path . Having this AND drake shut off by a card that can be grabbed by Crop Rotation is poor deck building. Especially consider that this deck runs ALMOST NO WAYS to handle resolved threats, but more on that later.
Recurring Insight is another pet card inclusion. Its a dead card in your hand until turn 4 or 5, dependent on opponents resources for functionality, and is sorcery speed. Slotting this card while slotting other big 4, 5, and 6 cmc spells like Fact or Fiction Time Spiral Future Sight and Tezzeret means you are going to have far more hands that require mulligans due to having multiple of these cards in hand. Insight also proves to be garbage when playing against any decks that run handstax effects, Oppression Necrogen Mists Bottomless Pit Mindslicer Sire Of Insanity and more.
I find it telling you do not run Mishra's Workshop . The artifact density in this deck is far too low for an Urza deck. Its also why it has problems with gas later. If you had proper artifact support and leaned heavier into stax pieces, you could activate Urza casually for card advantage while still advancing board position. Workshop lets you hit the board with extreme speed and build a presence. Unfortunately, there is nothing for Workshop to ramp to, because the authors are so absurdly worried about not being able to protect Urza while holding 12 counterspells. Pro tip: Your list would actually gain resilience from slotting greater synergy between the 99 and the commander, as well as adding ways outside of the commander to access large amounts of mana.
Speaking of the commander, and returning to removal, this deck folds to a resolved Pithing Needle Phyrexian Revoker Sorcerous Spyglass Cursed Totem or Linvala, Keeper of Silence . The lack of layering and the lack of permanent removal mean if any of these permanents hit the table naming Urza, this deck might as well as scoop. The tutors you do run lead mostly to artifacts, and there aren't slotted artifacts that can handle this problem. This deck can answer problems in one of four cards outside counterspells, namely Gilded Drake (good) Legacy's Allure (bad) Chain of Vapor (good but temporary) and Cyclonic Rift (also good but temporary). There is a single card that can tutor into these, Mystical Tutor . Seriously hope you're holding one of 5 cards in your 99 while piloting, or else you're going to look like a joke when turn 1 Needle shuts off your entire gameplan. Your combo outside of Urza is tedious to assemble, and you're simply not going to be able to outrace real combo decks.
The decision not to include Rings + Monolith is silly. Especially when you're having gas problems, adding in additional A + B pieces and layering with other pieces increases resilience and will allow you to, you know, win faster. You'll have more dead opening hands, but if you cut out the garbage like Recurring Insight your overall starting hand strength will raise. Rings is an especially good piece, as it allows complete combo tutor off Muddle, and allows value generation from fetches and various effects like Inventors' Fair . Also consider Rings + Monolith as a combo versus Grim + Power Artifact. Rings has MUCH better usage than Power Artifact outside the combo, and the speed benefit from Grim is marginal compared to Basalt.
Speaking of Fair, it also shocks me that Expedition Map is not in this list. Map -> Fair -> Scepter is a line kids, and having pieces that fetch into the line means greater resilience and layering. Map also has value in fetching Tabernacle against Tymna decks, since this list runs pretty much 0 other answers to Tymna.
This deck is missing some artifacts that should be shoe-ins. Howling Mine is a no brainer. Even if Urza isn't on the field the entire game, receiving 7 cards during the game while giving 2 to your opponents is still beneficial to the pilot. Ensnaring Bridge should also be a no brainer. Slow beats from Pod decks, and stop Tymna, and shut off some infinite creature swinging combos. Trinisphere is another no brainer. It is such a massive slowdown piece. It doesn't matter if you decide to turn it off for a rotation. The pilot gets the decision of when to turn it off, not the opponents. I should not have to explain the benefit here. Even turning it off, the pilot still has the choice between stax effect or mana every time they use it. Even if its turned off on turn 5, if it delayed a turn 4 spell to turn 5 when its turned off it has done significant work.
This is without a doubt the most uninspired and phoned-in list I've seen attached to your names sickrobot ShaperSavant Lerker LabManiac_Sigi. Congratulations on building a $4000 turn 9 combo durdle machine, would give this a downvote if I could.
4 months ago
Civic Saber is a good cheap artifact for boosting Alela, giving 3 more damage/life.
You are using a lot of deck space for blinking something, and I'm betting its your Sphinx's.
Running it with low cost artifacts/enchantments means you will get to trigger Alela repetitively. Cards like Vampire Nighthawk or anything this versitile can be a good flier for the deck. You'll just be trading Damage taken with citadel with fliers.
Because your not running strictly fliers, I see cards taking up space to bolster them. Just save yourself the trouble and put fliers in here. Alela is meant to overwhelm or cause wipes mid-game. If you aren't getting her out, triggered by 5-6 turn heavily, you will probably fall behind?
Emry, Lurker of the Loch can protect your artifacts.
Nice deck, hope it works out getting tuned up for you.
5 months ago
You can bounce the any spellbomb or capsules with Hanna and Emry, there are a few more also I didn't list.
Strix and Civic saber is just a good card here.