AEther Tradewinds

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Kaladesh (KLD) Common
Conspiracy (CNS) Common
Worldwake (WWK) Common

Combos Browse all

AEther Tradewinds

Instant

Return target permanent you control and target permanent you don't control to their owners' hands.

AEther Tradewinds Discussion

Flooremoji on Battlewise Hoplite Voltron PEDH

6 months ago

Peoyogon: I was originally looking for Hubris type effects, but those just reset your opponents auras too. Peel from Reality and AEther Tradewinds bounce two creatures instead of one, and Sun Clasp isnt dead in normal situations. It also can be tutored for by Totem Guide and HP. These are just ruff ideas of course, but I hope they will help none the less :)

P.S. Hubris effects might still not be bad, as your opponent can be cajolled into using it on other creatures, and you have protection enchantments also.

P.P.S. There is an unsummon that also returns white enchantments to peoples hands. It (just might) only effect yours. I would recommend finding this card :)

SeekerofSecrets on $10 Archaeobouncer blue

1 year ago

maybe Ninja of the Deep Hours for some additional card advantage or Vapor Snag or Snap in place of AEther Tradewinds?

HomesickAli3n on Pauper UG

1 year ago

So I modified your list a bit, but I don't know if you want to see it. I'll offer some suggestions and leave a list at the bottom if you're interested in what it could look like.

  1. I'd cut Hooting Mandrills. You're deck seems more interested in getting Threshold online. This card is contrary to that strategy and I think you found your beatdown body in Arrogant Wurm, which is just strictly better with trample.

  2. After testing Rites of Refusal, I think it is just too cute and clunky. I found that this iteration of the deck doesn't run enough pure card advantage to justify "2-for-1"ing yourself. 8 counterspells may be enough anyway, but if you feel like you could use more, running Counterspell or Daze aren't bad options. They come with a little risk, not being mono U, but could be worth it.

  3. I think you can cut Werebear. Breaks my heart to suggest it, but it might be risky to over-saturate your deck with threshold creatures. He's more vulnerable than Nimble Mongoose in the early game and I've already mentioned that the Arrogant Wurm seems like your 4/4 of choice. You aren't an aggro deck so, rather than just throwing a ton of 4/4's in the opponent's face, the tempo deck's concern is laying down select threats in the early to mid game and protecting/disrupting your way to victory.

  4. I've found that with Careful Study and other looting effects, I'd rather have card advantage that gave me more to discard to cards like Waterfront Bouncer and Wild Mongrel. Accumulated Knowledge or Deep Analysis are good cards for stocking your hand to give strength to your discard engines.

  5. Merfolk Looter and Obsessive Search feel super good in conjunction. The looter offers another instant speed dicard outlet that isn't as mana hungry as Waterfront Bouncer and, when combined with madness, it reads "tap: draw a card." Obsessive Search offers increased value to your discard engines and helps you to dig for relevant cards.

  6. Consider Just the Wind. It's effectively a Vapor Snag in your deck which is a tempo staple in pauper. It can clear the way for attacks or save one of your own creatures while fizzling a removal spell.

  7. AEther Tradewinds is another card I was looking at. This can bounce back pesky non-creature that dodged one of your counterspells the first time. Once again, fizzles removal while tempoing your opponent. Also, never hurts to have Basking Rootwalla back in hand.

  8. Lastly, I toyed around with a mana base that is slightly slower but much more consistent. Ash Barrens and Thornwood Falls offer you fixing. Simic Growth Chamber does this as well and allows you the ability to cut back on lands (as one Growth chamber is effectively two lands on one card). Being able to bounce back a basic you no longer need to discard to one of your engines, all while hitting your land drop, is also not half bad.

Deck List: UG Madness Sample Deck

PS. Let me know if you have any sideboard questions.

MagicalHacker on What mechanics should return for ...

1 year ago

Yes, 3x costing Boomerang/Eye of Nowhere/AEther Tradewinds/Capsize/Consign to Dream/Crosis's Charm/Grixis Charm/Recoil/Regress/Rescind/Resounding Wave/Wipe Away mean that either the ability is too powerful or can't go on a commander with blue. But that's not even the worst of it, as there are more wording problems... How would Aether Gale even work with overload?!

ddutch on

1 year ago

bkcrosson Well first off, did my Decklist show up? It's not opening for me, so i may have to rewrite it out.

Winds of Rebuke is certainly not a bad card, but Expel from Orazca is better because it can hit your cards or opposing cards, and even ruin their next draw sometimes. Winds is fine at 2 mana, but you mostly don't want to mill yourself at all in this sort of build. Because if you accidentally mill your key pieces, you'll need to run Commit / Memory to get them back, then you need to dig further.

Agreed on the Perilous Voyage, though, it's more of a side board card versus aggro because it let's you Scry 2 a lot against them.

As far as the actual combo here, let's say you get down Induced Amnesia and it replaces 4 cards from their hand. On the next turn, you AEther Tradewinds or Release to the Wind or even Expel from Orazca, then play it again. You can in theory dig upwards of 8 or more cards into their library during each of your turns, while keeping them from ever destroying Amnesia and getting those cards back. Fraying Swallower combo is good, but very fragile when they know what to look for. On top of those, not interacting with the opponent for 8 turns means you don't last 8 turns. Repeatedly getting down your win con for 3 mana and forcing them to draw and lose cards consistently might be your best bet and puts you in an advantageous position.

Also, Overflowing Insight is fun to make them draw 7 cards right before you cast Induced Amnesia for free thanks to Release to the Winds.

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