|Commander / EDH||Legal|
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|Aether Revolt (AER)||Rare|
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Artifact — Vehicle
When Aethersphere Harvester enters the battlefield, you get (two energy counters).
Pay : Aethersphere Harvester gains lifelink until end of turn.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This vehicle becomes an artifact creature until end of turn.)
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Aethersphere Harvester Discussion
6 days ago
1 week ago
I mostly agree, but I do like Settle the Wreckage a lot in aggro matchups. They lose can lose a lot of tempo because of it and in a deck with this many unblockable creatures they can lose on the back swing if I can play an anthem card. I think I just need more removal in general. I added Dusk / Dawn for all the popular(Sultai and Temur Energy and God-Pharaoh's Gift ) midrange decks and added Cast Out also for midrange. I would run Fumigate, but it feels a little wrong for this deck since I have no strong finishing creatures other than maybe Angel of Invention and also no great way to refill my board.Authority of the Consuls already provides me with a good sideboard life gain card for Esper/Orzhov Tokens and Ramunap Red.
I feel like if I want a flying lifelinker and I am in white I might as well run Aerial Responder over Aethersphere Harvester, but if I had more 1 drops and less 2 drops I would agree more with the choice.
I do feel like I could go up on lands to 24 for consistency, but for now 22 has been working and I would really prefer drawing action later in the game. So, at least for now I am just going to rely on luck for some good draws. I really wish the Azorius fast lands were in standard right now. The current duels are not good for aggro.
Thanks for the suggestions. I feel like this really helps sure up a lot of popular match ups (sorry for the long reply).
1 week ago
I have a few suggestions
24 lands, I think 22 puts you statistically at a slight disadvantage.
Settle the wreckage is a double edged sword, thats quite a bit of mana generation for your opponent if they are swinging with enough creatures for the card to matter, which also means they wont likely draw into mana and have a dead topddck draw in the later game draws. I would perhaps go down or try Dusk / Dawn or Fumigate. If you need Exile spot removal Cast Out is always good as a two of. So perhaps Fumigate and two Cast Out?
These are really just things I think could enhance the lethality of the deck, but its overall already a really fun and strong deck! Good luck.
1 week ago
So after a bunch more testing I have decided to make some changes to the deck. I think Heart might be a little clunky to run a 4 of. Especially with the 3 Crew cost. Also I have noticed that Glint-Sleeve Siphoner might actually be a boss in this deck since it has menace. So I am going to add 3 Glint-Sleeve Siphoner and 2 Aethersphere Harvester to the main deck and come down 3 Heart of Kiran, 1 Vicious Conquestidor, and 1 Ruin Raider. I will try it out this weekend for FNM and a local PPTQ and I will let you guys know what happens. In the mean time, what do you think about the changes?
Argy on Dirty Energy
1 week ago
Nah Aethersphere Harvester is AMAZING in this deck.
The amount of life gain you can amass to get yourself out of trouble, and the fact that you can block so many things, is ESSENTIAL.
It is what makes the version of work so well.
I know all about the winning Pro Tour deck.
This one heads in a slightly different direction.
1 week ago
My deck follows a similar design philosophy, perhaps you can draw ideas from there http://tappedout.net/mtg-decks/simic-energy-tempo/
Appeal/Authority seems a bit weak, and certainly not at home in a deck with only 19 creatures. I would recommend Servant of the Conduit, it helps pretty much every aspect of the deck. It is another target for counters from the gearhulk, and a way to get it out sooner and more reliably. It feeds the cub. It is a mana source which won't be forced to stay tapped by Rhonas's Last Stand. It can make the colour requirements for your aftermath cards. Deadlock Trap can be a reasonable removal effect. For sideboard I find Aether Meltdown and Aethersphere Harvester great additions against aggro.
1 week ago
Shaper's Sanctuary, Stinging Shot, Aethersphere Harvester, Nature's Way. I would really think about putting some of these cards in: whether in mainboard or sidedboard to get some control while dealing much damage.
2 weeks ago
Hey, Black Red Aggro is currently a good archetype in Standard. It uses the interaction between Night Market Lookout and Aethersphere Harvester to make your opponent lose a lot of life. This archetype however is base dominate black and just splashes red for Strike, Hazoret, Bomat ability as well as some sideboard cards that black can't provide. It's dominate black because of the number of good black one drops as well as good sideboard cards that red can't provide. Lookout and Dread Wanderer are the stand out black one drops, you want to play either one turn one and the only way to do this is to play a lot of Swamps.
This deck is different and I can appreciate that, brewing is good, but if you want to be competitive, playing tournaments, then I suggest using an already established Black Red Aggro list or just playing Ramunap Red.
Aggro feeds off consistency and playing a bunch of 3 ofs of a lot of different creatures is not consistent. You already have the best red one drop here, Bomat, but it's the only creature as a 4 of. I suggest cutting quite a few creatures and make the better ones for this strategy 4 ofs. Start by cutting the two drops, Aetherborn and Captain. Aetherborn is double black which is not going to work unless your manabase is dominate black. A dominate red mana base can't support double black for a two drop. There's no other Pirates in the deck, Captain is very much wasted. Earthshaker is the best two drop here play it as a 4 of.
One of the reasons to play black with aggro is Scrapheap Scrounger which is amazing with aggro strategies because it's 3 power for two mana and can keep coming back even at instant speed by exiling one of your dead creatures from your yard such as Bomat. I suggest adding 4x Scrounger as the second two drop. Since it's an artifact it makes Unlicensed an even better removal spell. Black also gives you a nice three drop in Yahenni, Undying Partisan. This guy is deceptively powerful because he can project himself from removal and board wipes by free sacing another creature you control. He combos with Scrounger because Scrounger can be reanimated using other creatures you sac to give Yahenni indestructibility and you can sac Scrounger to protect Yahenni and then reanimate Scrounger. He can also save Scrounger or Earthshaker from exile removal which is how your opponent can stop them.
What Standard is currently telling us is if you want to play aggro red and black together than it's best to use black as the dominate color and just splash red or just play mono-red. This is because the best cards that black has to offer for aggro are one drops and two drops and you need black as the dominate color in the deck to consistently play these on curve.
If you want to be "different" consider this list:
- 9x Swamp
- 4x Mountain
- 4x Dragonskull
- 4x Canyon Slough
- 4x Ruins
- 4x Bomat
- 4x Dread Wanderer
- 4x Earthshaker
- 4x Scrapheap Scrounger
- 3x Crasher
- 2x Yahenni, Undying Partisan
- 4x Hazoret
- 4x Fatal Push
- 4x Strike
- 3x Unlicensed
I've cut Sunscorched Desert for Slough because Slough can make black mana. Sunscorched with Ruins is a powerful interaction, but there's no room for Sunscorched in the manabase because black mana is more important. Ruins is a far superior card. There isn't a dominate color instead I've gone with an equal amount of black and red, with only one extra black source than red. I've cut the energy strategy (Hub, Siphoner, Harvester) and Lookout to be different than current Black Red Aggro.
I've cut Soul-Scar Mage in favor of Wanderer because I think Wanderer is much better one drop creature because he can come back from your yard. Both Aetherborn and Captain have been cut and replaced with Scrounger and Yahenni. Scrounger is nice on the manabase because it's colorless which is good to be able to consistently play it turn two.
Chandra has been cut for a fourth Hazoret, but if you don't have a fourth Hazoret then just play your 1x Chandra. I think Chandra is better in the sideboard because she is good in some matchups, but Hazoret wins games and you always want it turn four. I've add Push because it's so good with an aggro strategy because your opponent is going to have to at some point have to kill your aggro creatures. When they do you it makes Push a very good removal spell.
Overall this list looks okay, but it's really a much worse version of the already established Black Red Aggro and is much much worse than Ramunap Red. If I were you I would just play either of those decks.
At some point you need a 15 card sideboard because that's how Standard works. 4x Duress is your best sideboard card, there's also Kitesail Freebooter who is Duress with a body, Abrade, Doomfall, Magma Spray, Rampaging Ferocidon and Bontu's Last Reckoning.
Good luck with your deck.