Return all attacking creatures to their owner's hands.
Printings View all
|Iconic Masters (IMA)||Uncommon|
|Commander 2015 (C15)||Uncommon|
|Duel Decks: Elspeth vs. Kiora (DDO)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
AEtherize occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%
1 week ago
Providing budget alternatives is not that simple because the deck is balanced as is and changing any single card would alter its equilibrium. I will try my best, but do keep in mind that with the following changes you will need to play the deck a lot slower than before. Without free counterspells you will need to wait for when you can leave mana open, and so on and so forth. Hopefully, the fact that all the decks in the tournament follow the same budget restrictions can make up for this. Here are my budget changes:
These are all direct substitutions. I took the cards you mentioned and replaced them with their budget counterparts. If you think some of them aren't good enough (and in most cases they are not), then you can consider including something completely different instead. I'm thinking about cards like Propaganda, Torpor Orb, more removal, more card draw, more ramp. You have the privilege of knowing the decks you will be facing, so you can tweak the deck according to your matchups.
If you want to be prepared against a token deck, try shaving some single target removals or counterspells for a few extra board wipes. Just be extra careful against Meren because they tend to play a lot of Fleshbag Marauder-like effects, which is something this deck really struggles with. Make use of your haste enablers to kill your opponent during the very first turn you play Lazav, before he or she has the opportunity to play those cards.
I wish you good luck for your tournament, and let me know about your results!
2 weeks ago
I agree with almost everything Magnanimous suggested except Fevered Visions being a poor win condition. Sure, RDW can dump a bunch of burn on us. I'd suggest running a some main deck + some sideboard Swan Songs which would help with that + protect combo pieces vs control and has virtually no downside due to the fogs.
For Fateful Showdown I agree it's a little clunky. This card will sit dead in your hand most games and the double red is really taxing your 4 mana base with no fixing. I'd also consider cutting down on white, save for the Approach of the Second Sun which is easy to splash for at 7CMC. Repel the Abominable can be subbed out for Root Snare/Winds of Qal Sisma, Supreme Verdict for AEtherize which is easier on the mana and it can fill your opponent's hand back up for some Fevered Visions damage.
Also consider subbing out Growth Spiral+some of the fogs for Sylvan Caryatid/Anticipate. The caryatid can block some early aggression so you don't have to waste a fog early and will help with the mana base. Anticipate will help find that 3rd land drop, your combo piece or a fog when needed.
1 month ago
I've added some cards I'm testing to the maybeboard.
Our sweepers are not doing too much for us as is. We have no need to sweep the board to clear the way since our plan is to deal damage with creatures that can't be blocked, so what we would use sweepers for in this deck is to not be beat up too much - and this we can do much more efficiently with fog effects. The question is what fog effects are good enough to make the cut. Tangle effectively stops two combats from one player, but does nothing else. Constant Mists also does nothing other than fog, but the buyback is very powerful. Obscuring Haze is free but one use. Blinding Fog also gives hexproof to all our stuff, but is more expensive to cast. AEtherize and Arachnogenesis are both fogs that sort of sweep at instant speed. Cyclonic Rift may get a spot in the deck as a better sweeper, since it is instant speed and does work even without overload.
I'm also messing around with some more protection spells. I think we have plenty as is, but casting a wider net with Simic Charm, Heroic Intervention or Blinding Fog may be good (Lazotep Plating may also be an option). Simic Charm also lets us bounce Ukkima cheaply which we want more of, or just pump her power.
2 months ago
I've thought about this subject before when making decks, but have fallen slightly out of touch with the current Pioneer meta. I'd say that in general RG is best for a fast play it and swing deck and if you do want tempo and counterplay you should add blue, although that may change. Blue also might be better if you feel like T1 dork is being met by removal too often and you'd rather have a counter, Opt, or something else instead. If I were in this position, I would focus on optimizing a Savage Knuckleblade deck instead of looking for the best possible midrange deck in those colors because I know I'll probably end up disappointed or in a completely different segment of the color pie (for some reason all my decks end up in GB).
With that said, I think you can make two pretty good RUG decks in that general style. I'll call the first Value Town. Use the new Titans and synergies with new cards to beat down, get lands into play, whatever (don't know the deck well just think it's good). I'd prefer a deck that works like a Delver deck, stopping yourself from just dying T5 and waiting for the moment to slam your higher value creatures. Use just enough cards like AEtherize, Stubborn Denial, Brazen Borrower, and Shock to keep you alive. Add either Opt and others as glue or Elvish Mystic and others as acceleration. Then fill the other slots with haymakers like Glorybringer, Goblin Rabblemaster, and Questing Beast. For the mana, I'd want to just shuffle up a pile of on color fast lands and make sure the R/G/U split is roughly even but I don't think that's optimal.
2 months ago
You could use doublestrike (see Fireshrieker, Duelist's Heritage, and Atarka, World Render) for extra effect. This could lead you down a Voltron path, light Dragon Tribal maybe? Enchantress even... on that note you could potentially curse yourself so others attack you for benefits.
2 months ago
Saw the link and request for budget suggestions. I haven't played Melek but I am currently playing Mizzix of the Izmagnus and used to play Keranos, God of Storms. I'm a fan or UR all-around. The suggestions below are fairly generic since I'm unsure of how you want to win. Suggestions are based around cards I've used before in 60-card formats or in EDH with the previously mentioned legendaries, and should be under $5 each.
- Primal Amulet Flip
- Goblin Electromancer
- Thryx, the Sudden Storm
- Curious Homunculus Flip
- Seal of the Guildpact
- Firebrand Archer
- Electrostatic Field
- Niv-Mizzet, Dracogenius
- Sphinx-Bone Wand
- Sentinel Tower
3 months ago
Nice idea. I’ve always wanted to make a Sea-creature deck. I foresee some issues with protecting your krakens as well as protect yourself during the early game though. You don’t have a lot of cheap bounce/counter, and not a lot of cheap creatures. I don’t know what you’re budget is, you may want to consider Thing in the Ice Flip. Early drop. Transforms into a powerful kraken while also sweeping the board. Cancel is a little too expensive for a counter. I would suggest Stubborn Denial. Cheaper way to deal with your opponent's killspells. Hard counter if you got a kraken down. You may want to consider Whelming Wave or Engulf the Shore as a way with dealing with large armies. AEtherize relies on your opponent Attacking you. Good start to a deck. Good luck with it.
3 months ago
I would drop:
- Fleeting Distraction
- Grip of the Roil
- Obsessive Search
- Radical Idea
- Reach Through Depths
- Spell Syphon
- Twisted Image
- Slip Through Space
- Apprentice Wizard
- Deranged Assistant
- Hedron Crawler
- Sea Scryer
- Prismatic Lens
One reason is that you have a lot of cards that do nothing but draw one card. Which is usually fine in 60 card 1v1 as they function as almost running fewer cards. This lets you draw into your business spells with more consistency. However, in EDH multiplayer, I feel like you want cards with more impact. I kept in cards that let you scry or let you decide card quality because those have more impact.
The other reason is that you really aren't accelerating into anything big, so why do you need a bunch of mana ramp cards? You definitely want to hit all your land drops, but your 2-for-1 and 3-for-1 draw spells should keep filling your hand with lands. You want more business spells that keep you in the game long enough to get Talrand into play and start beating down.
I know Talrand tempts you to play a bunch of cantrip spells to have a sort of combo finish. However, in my experience it is better to have a more solid lock down of the game and win with inevitability than just trying for an alpha strike. A few 2/2 flyers can go a long way.
I would go up to 36-38 lands to make sure you keep getting those land drops.
Then I would add a few more counters:
Then some more bounce (although you have most of the good ones in there already):
Then maybe a couple more recursion spells:
Just to give you some card advantage in other ways or to get back powerful spells that you were forced to use early.
Blue shenanigans can be hard to play. Sometimes you want to be aggressive with your countermagic and bounce to stall your opponents. Other times you want to hold back and wait until the more opportune time.
Hope this helps.