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Attune with Aether
Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library. You get (two energy counters).
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Attune with Aether Discussion
17 hours ago
Enchantment (4) 4x Oath of Ajani
Sorcery (4) 4x Attune with Aether
1 day ago
If you've removed Greenbelt Rampager from the deck, Evolving Wilds is a better choice than Attune with Aether. Both cost you the equivalent of one mana, and Wilds has the benefit of activating revolt with an opportunity cost of one more mana.
If you sac Wilds on your opponents end step, you've received the same benefit of Attune (minus the energy, which you no longer care about). If you sac the Wilds on your next turn, you've activated revolt at the expense of having one additional land in play since the new one comes in tapped. Regardless, you can always sac it on your opponents end step, putting the floor for Wilds on par with the ceiling of Attune.
1 day ago
It can be really seen that this is your first deck, but really not bad for one.
Yes absolutely take out Fan Bearers card just isn't good enough.
Kujar Seedsculptor Just isn't good enough too, there are just so much better cards.
Appeal / Authority Is too situational in my opinion, of course when you are ahead it can be amazing, but when you are with empty board against control it is dead card rest of the game probably.
Then what to get in when you take out so many cards...
Renegade Rallier Is solid card if you have good ways to get revolt, so more of them.
Last Bristling Hydra would be nice.
Longtusk Cub Is very strong card but then you should take out other 2 drops which means some of your mana dorks.
I don't really see need to mana dorks anyway in this deck, you don't play anything very big to ramp on.
But first, get good manabase it is just so important to get right mana
And d*mn 24 lands is way too much when you play only one 5 drop in your whole deck, i would play like 20 lands maybe 21 maximum.
And get those Attune with Aethers out of the sideboard :D
Sorry if i sound too judging my english isn't too great, i don't try to be mean.
4 days ago
So I agree with the Abrade. I'm actually thinking of dropping Attune with Aether and Harnessed Lightning for it and possibly Magma Spray. As far as Fatal Push, I already have 2, do you think I need 3?
4 days ago
Consider a main deck ramp strategy and transformable sideboard into a midrange strategy? Use Matter Reshaper as the bridge between both strategies because when it dies to Hour of Devastation you get some value. Reshaper is a great midrange Eldrazi creature. You can primary use it as a blocker to buy you some time to ramp, when it dies it gives you some value including able to land ramp if you reveal a land.
I recommend sideboard the midrange strategy of Thought-Knot Seer, Reality Smasher and Tireless Tracker. Sideboard both Seer and Smasher because they die to Devastation. Having the heavy hitter creatures Seer and Smasher die to one of the spells you're ramping into is not good.
Main deck ramp with Hour of Promise and Beneath the Sands with Attune with Aether as a way to keep making your land drops and make energy for Harnessed Lightning and Aether Hub. Ramp into World Breaker, Ulamog and Hour of Devastation. You can chain Breakers or Ulamog with Sanctum of Ugin which can be very bad for your opponent.
Move Abrade from the sideboard to the main deck. I would use 4x Harnessed and 3-4x Abrade main deck with 3-4x Magma Spray in the sideboard. Yes aggro is such a bad matchup you want this much early game removal. Think of this removal as the two drop in the deck buying you some time to ramp. I would also main deck Sweltering Suns because it's a possible board wipe that doesn't kill Seer or Smasher when they are boarded in and it has cycling; it can be used to draw in matchups where you don't need a board wipe or you simply would rather have a draw.
Here's an example list:
- 4x Matter Reshaper
- 3x World Breaker
- 2x Ulamog
- 2x Chandra, Torch of Defiance
- 4x Attune with Aether
- 4x Beneath the Sands
- 4x Hour of Promise
- 4x Harnessed Lightning
- 3-4x Abrade
- 3x Hour of Devastation
- 3x Sweltering Suns
- 4x Forest
- 2x Mountain
- 1x Wastes
- 2x Sheltered Thicket
- 4x Aether Hub
- 4x Shrine of the Forsaken Gods
- 4x Hashep Oasis
- 2x Ramunap Ruins
- 1x Sanctum of Ugin
- 4x Thought-Knot Seer
- 4x Reality Smasher
- 2x Tireless Tracker
- 3-4x Magma Spray
I've included 4x Hub because it's great with both Attune and Harnessed and you'll need the energy production. I've only included 1x Wastes so both Attune and Sands have a colorless land source to fetch which is important, you only need one. My thoughts on the transformable sideboard is for you to board out Hour of Devastation, Hour of Promise, some combination of Breaker and Ulamog and board in Seer, Smasher and Tracker. This tactic can be used for matchups where you don't want Devastation like Control or as a way to simply confuse/trick your opponent with Seer and Smasher when they take out a bunch of main deck creature removal games two and three.
6 days ago
I tend to agree, I think I'd rather have the Channeler Initiates than the Attune with Aether and sideboarding out an Aether or two didn't seem to have much of a negative effect when I played it today. I'm thinking Renegade Rallier to make the Scrounging Bandars more effective.
I've also been considering dropping a Fan Bearer. I often get him out early and half the time he sits there doing nothing. I wouldn't take him out completely but I think he'd do better as a 2-of.
6 days ago
You have a pretty low curve- I honestly think you could take Attune with Aether completely out of the deck, even though it did provide energy for the Bristling Hydra. I would rather replace it for adding in more Cast Out and Aerial Responder. Try adding a few more low CC aggro cards like Rhonas's Stalwart
6 days ago
asmellyvagabond I agree, I want access to black mana more consistently. What do you think I should change about the lands? Take out an Island or a Botanical Sanctum and add another Swamp? Energy is not a huge theme in the deck, and I didn't want to make room for Attune with Aether. I'm not sure which mana dork is better right now, Servant of the Conduit or Channeler Initiate. When I was making this deck, I wanted a more control shell for the early game so we don't get run over by aggro decks. This is why I'm not running playsets of Servant of the Conduit or Channeler Initiate. Do you think I should just run 4 Channeler Initiate and take out the Servant of the Conduit for more land and fixing, or control pieces?