At the beginning of your upkeep, you may put a charge counter on Æther 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.
|Want (3)||pthomas625 , Cactusman , Draiken_Talkos|
Printings View all
|Iconic Masters (IMA)||Rare|
|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|Modern Masters (MMA)||Rare|
|From the Vault: Relics (V10)||Mythic Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Aether Vial occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
All decks: 0.33%
All decks: 0.41%
Aether Vial Discussion
5 days ago
I haven't had too many issues with the mainboard in general, I don't tend to get many opening hands with Aether Vial that have a land that can't cast it. My problems tend to come from sideboarding to be able to compete with decks that can do something about early slivers, particularly control as there's no sliver with a "Sliver spells you cast can't be countered" effect. Outside of that, running out of gas doesn't seem to be too much of a problem most of the time short of board wipes.
5 days ago
Looks like CoCo might be hard to actually cast. 8 of the 20 lands also don't help cast Aether Vial on turn 1, which seems like it could be an issue. The First Sliver and Sliver Hive are also the only ways to reload in case you run out of gas, which looks worrying.
5 days ago
Ok, as an update to this deck, I have played just over 50 matches with this deck between mostly online on cockatrice and in paper with friends. I am at a win-rate of about 27-11 against tried and true meta decks. when accounting for what I would call "jank" or otherwise just unproven, I am at 35-14. I have played against such decks as: Humans, Hardened Scales, Gruul Midrange, Yorion Flicker (pre and post ban), Eldrazi Tron, Green Tron, UW Control, Death Shadow (Mono-Black, Grixis, Jund, and Sultai), Burn, Prowess (Red and Izzet), Devoted Druid Combo, Spirits (UW and bant), Storm (though I need more testing here), Combo Goblins, Dredge (though I need more testing) and Titanshift.
Though I mostly see players that can see the interactions of the deck, it is quite a unique and unorthodox deck, and reasonably good players have made misplays- especially in seeing the interactions with Retribution of the Ancients as well as just seeing the mutate mechanic. I Also made changes to the deck over this testing period, though minor, in order to aid the deck is hard matchups as I identify them. I also have made misplays myself as I learned the ins and outs of the deck (and obviously still continue to do so). I also played most of my games with random people on cockatrice, which I have heard plenty of things about people not being good players on cockatrice, even though I would not say that is necessarily true. For these reasons and more, I would definitely take these results with a grain of salt and accept that there is a margin of error here (For better or for worse), but I think it is still great to learn from the testing that I have done over the past few weeks.
I have some findings to share here about these games:
This deck has a huge capacity to grind. Obviously turning your two-for-ones into like four-for-ones is good when the plan works, but just fighting with your opponent over getting the engine assembled while swinging in depletes them while bolstering the deck in most situations. As one of many examples, I managed to beat sultai-reclamation by getting the opponent to draw their deck out. I did this by pressuring their life-total while holding down Uro, Titan of Nature's Wrath, forcing bad cryptic plays by attacking, and just forcing bad lines. Though I did not count this in my win/loss because the opponent left after game one (which was like forty minutes) and I would consider the deck to be "jank" after the recent banning, I can confirm that the deck was close to meta because I saw all but seven of the cards the opponent was playing (which were in hand). point is though that the deck can grind HARD.
I find that against really fast decks like Prowess and Burn, you find yourself in a spot where you have to try to stabilize, and even end up getting outgrinded because of the constant pressure and considerations that have to be made on your life total which lead to sub-optimal lines. Though I had a decent amount of wins as well as losses in these matchups, I decided to add Life Goes On to the sideboard, which has really helped to improve the chances of winning here. I chose specifically Life Goes On because gaining eight life is particularly potent and almost always going to be active in this deck. This card also plays well in the deck because you will find a lot that the deck is practically built to leave up one untapped land for Retribution of the Ancients activations or casting Village Rites, which just makes having this card extra flexible, letting you play the lines you want to even if your life total is pressured (at least with the play-style I typically opt for when playing the deck).
I almost always side out Eldritch Evolution games two and three. I have pretty much relegated the use of this card to only being used for having the ability to combo more often and give flexibility for the given matchup I see in game one. The only toolbox stuff that I keep this card in for is against decks like storm and dredge really (though there may be other matchups where I need this that I haven't identified yet), where I will not only be able to essentially have additional copies of say Yixlid Jailer, but also be able to get a Lurrus of the Dream-Den to loop Nihil Spellbomb or Scavenging Ooze. The other toolbox card that I have for Eldritch Evolution is Phyrexian Revoker, but more often than not I would not have these two cards in the deck at the same time because this card has really only been used to deal with opposing Scavenging Oozes, even though I would still sideboard this card in as a toolbox card against say an opposing yawgmoth deck if that's something I'll ever see. For the most part though, opt for the play-to-the-board tempo/aggro plan when you can.
In matchups where I see discard spells, Unearth has been an absolute powerhouse. In the past, I would sideboard this card out no matter what to avoid being hit by graveyard hate as hard as this deck can be, but I found that you REALLY want this against discard spells and one-for-one removal decks just because it adds so much artificial redundancy. For what it is worth, cycling also helps dig too.
I found that I almost always side in Gemrazer. The mix between being able to interact and put on pressure is uncanny. I usually just side this card in as a hedge against graveyard hate, but there are so many random situations where you would want to have this card regardless of if you have a target for it or not (I'll list of a few random situations I found against various decks).
Against Titanshift and other land-based ramp decks takes out Dryad of the Ilysian Grove (which is a good blocker against the deck a decent amount of the time) as well as Amulet of Vigor where you expect to see it.
You automatically side this in against Tron and Eldrazi Tron. You need to race, and this card helps you do that while taking out a lot of the cards those decks play
I just side this in against control to help go faster, deal with graveyard hate, and just kill planeswalkers randomly, also trades up in creatures against removal because you get two back after the card is removed
Once again, I want to iterate that this is a card that is in the deck to reactively deal with artifact and enchantment based graveyard hate while maintaining a very proactive position, everything that this card does in addition is an added bonus, and can even drive you to side this card in even though you otherwise might not want to, just because it is that good.
In general, I would say that I love the deck and it is very fun when you can choose between playing a quick aggro game and a slow and methodical approach to playing. As I eluded to in the beginning of this post with saying I have played the deck in paper, I now have a completed build (minus the Verdant Catacombs)!
jethstriker on Abzan
1 week ago
Hatebears are nickname for creatures that have certain disruptive abilities while maintaining a reasonable mana cost. It got it's name from Grizzly Bears - the "bear" side, while the "hate" from its disruptive ability.
Death and Taxes is a deck arch type. It started as a legacy mono-white aggro-control deck that uses Aether Vial's "free mana" to drop Hatebears while using its own mana base (Wasteland , Rishadan Port) to disrupt oppossing mana base.
1 week ago
aholder7 could you explain to me the difference between hatebears decks and death & taxes decks? Cause I looked some lists and they were really similar.
1 week ago
1 week ago
It sounds like you're building an abzan hatebears list. some old cards i recall going in the GW version would include some value generating cards like Voice of Resurgence and Blade Splicer. they played Ghost Quarter and Field of Ruin along side Leonin Arbiter. the way they dealt with it was Aether Vial which could be put to good use here (also was a great way to use Flickerwisp on an opponents turn). BW versions also played eldrazi like Thought-Knot Seer which provided some solid bodies and hate packaged into one card.