Aether Vial

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masterpiece Series: Kaladesh Inventions (MPS) Mythic Rare
Modern Masters (MMA) Rare
From the Vault: Relics (V10) Mythic Rare
Darksteel (DST) Uncommon

Combos Browse all

Aether Vial

Artifact

At the beginning of your upkeep, you may put a charge counter on ther Vial.

: You may put a creature card with converted mana cost equal to the number of charge counters on Aether Vial from your hand into play.

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Aether Vial Discussion

Wurmlover on U/W/G Humans Ultra Competitive

6 days ago

of you want this to be actually hyper competitive, consider Windswept Heath, Path to Exile, and Aether Vial.

bigguy99 on Norin & His Sisters

1 week ago

This may already have been considered, but Aether Vial seems like it could be good here.

Icbrgr on Oh No! My Deck is Ruin(ator)ed!

1 week ago

@Xica yup self mill with Skaab Ruinator is far from perfect/bullet proof. However for budget purposes and the fact that I own this decklist in paper its fairly solid. Laboratory Maniac is a gamble but that is the price to pay when playing self mill. It's a main board answer to Rest in Peace as well as for milling yourself out before Skaab Ruinator could take the game (usually by T8)... Worst case scenario he is just casting fuel... And that's why I strongly urge you to avoid noncreature spells... Every time I tried something cheeky like Increasing Confusion or Psychic Spiral or other typical spells I end up just wishing it was milling me/enabled me to cast Skaab Ruinator... This list is all in to CONSISTENTLY cast and recast him between T3-T5.

However if you don't go all in with self mill then yeah there are more options available to you to make the deck playstyle more versatile.... Like using Aether Vial/Collected Company and such.

AMJacker on Man, I really just Hatebears.

1 week ago

Aether Vial clearly awesome here. I wish I could afford a playset.

Mandalorian on Get Down with the Slickness

1 week ago

There are some pretty cheap dual lands you can add here to make the deck more consistent-

Yavimaya Coast

Lumbering Falls

Temple of Mystery

Thornwood Falls

Looks like you already have Master of the Pearl Trident which is great. I suggest picking up Lord of Atlantis as well and then coupling it with Spreading Seas or Sea's Claim to mess with your opponent's mana and make your whole team unlblockable against non blue decks with islandwalk.

Cancel is quite bad and there are plenty of cheap upgrades you can choose from something simple as adding a scry with Dissolve or going more narrow and efficient with Spell Pierce, Unified Will, or Mana Leak

Typically Merfolk decks play Aether Vial to power out multiple cards a turn, but they are quite expensive so since you are running , I suggest Collected Company

Other good Merfolk options

Merrow Reejerey

Harbinger of the Tides

Silvergill Adept

Cursecatcher

Reverie42 on Search and Destory

1 week ago

I wrote a reply and it got ate by my login expiring. Whoops.

So to give some context to my list of cut recommendations, in general, I think it's useful for the mainboard to prioritize cards that further the deck's core game plan over situational utility. In a 3-game format, those latter cards would generally go in the sideboard. In casual, I'd recommend limiting things like that to at most 1 copy (I like having a couple for spice, but I find that too many swings games more towards being about who gets lucky with their draws than who makes the best decisions with their cards).

With that in mind and given that my cut list was optimized for an aggressive strategy, here's a bit more specific reasoning on my cut recommendations:

  • Gatewarden can't attack. So the question becomes what does a 2/1 defender actually do for the deck? In most cases, you're at best hoping to shrink down something huge that's killing you. But if you're at that stage of the game and chumping things, the game is probably already over. For the same mana, you can run hard removals that do the same thing a lot better and that can also get things out of the way for your other creatures to get through.
  • Nectar Faerie has two problems. The first is that it has to choose between attacking and granting lifelink, and in most cases, you'd rather have the damage. The second is that your creatures aren't very big, so giving lifelink isn't really going to benefit you that much. Your typical case is that you spend a card, 2 turns and 3 mana to gain 2-3 life. It's also important to ask what gaining life does for the deck. Incidental life gain can be good in control decks that may need to outlast a burn strategy, but if you're on the beatdown plan, spending cards to gain life only serves to give your opponent more turns to stabilize.
  • Final Sting Faerie has a similar problem to Gatewarden. It's basically a really conditional removal. For it to work, you need to spend a creature, and even then it really only works against an enemy flyer that blocked one of your faeries this turn. So while it comes on a body, it's not a net gain for you (unlike something like Shriekmaw). For one less mana you can get unconditional instant-speed removal (Murder/Hero's Downfall).
  • Thieiving Sprite I don't think is a bad card. But I think it fulfills a similar role to Blackguard at a more expensive mana cost (albeit with the upside of taking a card right away). I think 6 discard effects is probably too many, though and you already -really- want to be casting Scion of Oona or Sprite Noble at 3 mana, so the 2-mana option seemed a litle better.
  • My reasoning on Trickery was similar. There are too many counters in the deck, and Trickery was the worst counter (the extra 1 cost doesn't really seem worth the exile rider). But you could cut Counterspell instead if you prefer Trickery for flavor reasons.

In terms of color balance, it's actually probably better in this deck to skew a little more heavily blue than black and simply run more Islands than Swamps. You have several spells that cost 2 blue and none that cost 2 black, so treating the black as more of a splash and skewing the mana base towards blue is actually likely to make it more likely that you can always cast your spells.

One thing you might consider is playing the deck as is and just keep track of a few things:

  • How often do you actually cast each of the cards in the deck?
  • How often did a card sit in your hand because you either couldn't cast it (wrong mana) or it wasn't useful?
  • How often did a given situational card actually do what it was intended to do?
  • When the deck lost, what cards would you have rather had that would have given you a chance to win?

That can allow you to objectively measure which cards are underperforming or which cards/effects you might want to add copies of. Just remember to also think of it as ratios. You have a percentage chance to draw a given card in the deck. So if you want to increase the chances of drawing a type of card, you want to cut an underperformer/average card when you add more copies.


All that aside, this all assumes a build towards aggro. If you wanted to go a control faeries route, I'd recommend instead cutting almost every 1-2 mana Faerie except Spellstutter Sprite instead and adding in more removals, cheap discard (Thoughtseize/Duress/etc) and probably some additional card draw. But then you probably also start wanting things like Vendilion Clique and maybe even Aether Vial and the deck suddenly gets expensive in a hurry.

Dryxyx on ESPER Vampires

1 week ago

I can't help but wonder why Yahenni's Expertise is in the deck, it kills everything in the deck other then Sanctum Seeker and Yahenni, Undying Partisan. I'd consider replacing it with As Foretold. (AKA better Aether Vial.)

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