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
1 day ago
4 Veteran Motorist, 2 Depala, Pilot Exemplar, 3 Magma Spray, 2 Aethersphere Harvester, 4 Consulate Dreadnought, 4 Thraben Inspector, 4 Toolcraft Exemplar. Just some suggestions for a budget vehicles deck
3 days ago
Liliana, the Last Hope would help you lower your curve and also fend off aggro strategies. Declaration in Stone alongside Cast Out might help too. And maybe Vehicles like Aethersphere Harvester would artificially deflate your curve, since they can be crewed by tokens. Overall, though, sweet deck!
3 days ago
Moby_Copperfield Thanks, I originally ran this deck as a more Silverfur Partisan focused build with Vines and Aim High. But I found them to only be worthwhile enough in side board and the matches where they matter the most usually end up going longer, making the Aggro plan not really viable. While Aethersphere Harvester isn't exactly a flying powerhouse, the fact that it survives board wipes and can be crewed by nearly anything makes it valuable enough to raise my mana curve a bit.
As of right now I'm still running Invigorated Rampage in the sideboard just for the crazy amount of wolf tokens it can make with Silverfur, but I'm trying to shy away from some of the less impactful "One and Done" spells.
Thanks for the suggestions!
4 days ago
1 week ago
Seems interesting for sure. Smuggler's copter is banned in standard though, so you would probably want to sub in Heart of Kiran
You could also run Aether Hub and Attune with Aether for a little more mana fixing, also Attune would get a sorcery in your graveyard for Grim Flayer If you do end up adding a bit of energy Aethersphere Harvester is a great card against aggro. Just some thoughts!
1 week ago
Randsome, Walking Ballista is very good with Winding Constrictor and seems like an auto include in a deck using the snake, but if you don't want to get Ballista's then you could use it's slots for anything really, Negate is even an option. Never / Return or Ruinous Path are fine in it's place, but I don't think you really need any more removal main deck, 4x Fatal Push and 3x Grasp of Darkness is enough. Aethersphere Harvester is good at pressuring Planeswalkers. Saying this I would definitely sideboard 1-2x Never or Path as some Planeswalker removal. I would also sideboard 4x Transgress the Mind which can hit any Planeswalker.
Some possible cards you could use in Ballista's place who go with the theme and with the snake are:
- Longtusk Cub
- Glint-Sleeve Siphoner
- Rogue Refiner
- Bristling Hydra
- Tireless Tracker
- Rhonas the Indomitable
As far as strengths and weaknesses of Sultai and Temur I think it really comes down to which kind of deck you want to play. Even though Sutali has energy I consider it more of a counters deck because the power of Winding Constrictor is in counters not energy. Temur is more of an energy deck that's also using counters, but energy is the main theme. If you like energy play Temur and if you like counters than play Sultai.
Sultai Strengths and Weaknesses:
- Better manabase having access to 7-8x fast lands that can make green mana.
- More powerful curve of Winding Constrictor, Rishkar, Peema Renegade and Verdurous Gearhulk. By itself a curve of Constrictor into Rishkar can be game winning.
- Better sideboard options for Marvel matchups and control matchups. Transgress the Mind and Negate can both stop Marvel. Transgress can hit Torrential Gearhulk.
- Less reliant on energy if keeping Elves.
- Constrictor is a huge target for removal and unfortunately the deck very much relies on him to be alive without him the power level drops a lot.
- Problematic removal options, other than Fatal Push all other removal has double black casting cost. Push is ok, but not great right now in Standard.
- No cheap removal that exiles the creature it kills.
- Not as versatile or as many creature options in black.
- Access to no three mana sweeper that does 3 damage to all creatures. Yahenni's Expertise is as close as it gets.
Temur Strengths and Weaknesses:
- Can still function without losing a key card in other words there's no Constrictor. Less reliant on a nice curve.
- More cards make and use energy. The energy theme is front and center.
- Magma Spray is a very good removal spell right now in Standard.
- Harnessed Lightning is unconditional creature removal that with energy can kill easier than Fatal Push.
- Access to three mana 3 damage to all creatures sweepers.
- Glorybringer adds an additional power level to the top end.
- Worst manabase having to use reveal lands from Shadows Over Innistrad which can be problematic at times.
- Worst sideboard options for Marvel and control matchups. Other than Negate and other counterspells.
- Relies much more on energy to overall function.
In my opinion red is better as the third color for this deck than black right now because of Magma Spray, Harnessed Lightning, Glorybringer and Radiant Flames. These cards do more for the deck than Winding Constrictor, Fatal Push, Grasp of Darkness and Transgress the Mind can. I like the combination of Spray and Harnessed over Push and Grasp because Spray can exile Scrapheap Scrounger and/or Dread Wanderer, especially Scrapheap because he's such a menace in Mardu. Spray also hits a ton of creatures in both Zombies and Mardu making it not just for the recursive creatures.
Creatures that Spray can't kill Harnessed can due to the amount of energy the deck can make. Glorybringer is great at pressuring or killing Planewalkers and gives me another flying threat. Putting counters on Glorybringer is also nasty fun. Flames in combination with Spray is very potent vs Zombies. I've found that I really need a sweeper to consistently beat Zombies because the battlefield can be flooded with them very fast. Red has access to two three mana sweepers that can deal 3 damage to all creatures, Flames and Sweltering Suns. Doing 3 damage is important because of Lord of the Accursed. Black has Yahenni's Expertise which can kill 3 power creatures, but it costs four mana instead of three. Flames can also only do 2 damage to each creature if I only use two different colors of mana to cast it. It's flexible this can be relevant as a one sided board wipe.
Push is a great removal spell, but the strong presence in Standard of both Aetherworks Marvel and Zombies takes it down a notch. Zombies wants you to spend a card to kill a single Zombie this is giving them an advantage. Spray is some what taking away this advantage even though I'm still spending a card to kill a single creature the creature is exiled which is relevant. Marvel plays all three drops except Servant of the Conduit and higher and very few creatures. Push is still excellent in the Mardu Vehicles matchup because it can kill Heart of Kiran, but so can Harnessed.
Thanks for the tips on using the stack. You're right I can't tap Rishkar, Peema Renegade the turn it's played to crew Aethersphere Harvester and then put a counter on Harvester with Rishkar's trigger. I would have to use another creature to first crew Harvester and then play Rishkar. I've been doing this Rishkar and Havester play for a while now and no one has said it's wrong, haha... My mistake is I didn't know that if an ETB trigger has to have a target(s) the target(s) must be declared the moment the trigger goes on the stack. I was declaring targets when the trigger resolved from the stack which is wrong.
1 week ago
Hey Randsome, thanks for your feedback.
Rishkar, Peema Renegade and Aethersphere Harvester work together because both their abilities use the stack. Rishkar's ETB trigger and Harvester's crew activated ability both go on the stack. Crew is an activated ability. Once both abilities are on the stack I can choose what order they resolve. When a creature enters the battlefield it can be tapped to use another activated ability that requires a creature to be tapped such as crew. When Rishkar ETB before I resolve his trigger I can tap him to crew Harvester, the crew ability then also goes on the stack. Once both Rishkar's trigger and the crew of Harvester are on the stack I can order them to happen in any way I choose. Choosing to resolve the crew of Harvester on the stack first makes Harvester a creature. I can then resolve Rishkar's trigger second which lets me put a counter on Harvester since Harvester is now a creature.
The same thing happens with the stack when another Rishkar ETB when one is already on the battlefield. Both the legendary rule and Rishkar's ETB trigger go on the stack. I can choose which order I want them to happen. Choosing Rishkar's trigger first lets me put counters on other creatures even one of the Rishkars. Second I resolve the legendary rule which then kills one of my choice of Rishkar.
An updated Sultai Energy Elves list:
- 4x Servant of the Conduit
- 4x Sylvan Advocate
- 4x Skyrider Elf
- 4x Winding Constrictor
- 4x Rishkar, Peema Renegade
- 4x Verdurous Gearhulk
- 2x Walking Ballista
- 4x Attune with Aether
- 4x Fatal Push
- 3x Grasp of Darkness
- 2x Aethersphere Harvester
- 4x Aether Hub
- 4x Blooming Marsh
- 3x Botanical Sanctum
- 4x Forest
- 3x Swamp
- 1x Island
- 1x Hissing Quagmire
- 1x Lumbering Falls
1 week ago
Why so many 3 ofs, my gosh. 4 of exists for a reason, my friend.
Aethersphere Harvester doesn't seem good. Your creatures are generally bigger than a 3/5, even with Lifelink.
TKS seems a bit eh, given how you only have 4 sources to cast him. If you wanted more colourless, you should build like a 3 colour deck, then you could include Reality Smasher as another big threat.
Gonti seems a bit eh, as the format is very synergy based (zombies) or combo based (marvel) and he doesn't seem so hot versus either.
More Magma Spray. Not a fan of harnessed when you can consistantly tick up to 4 energy to kill heart like you can in UR control.