Attune with Aether

Legality

Format Legality
Standard Legal
Frontier Legal
Modern Legal
Commander / EDH Legal
Vintage Legal
Legacy Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Kaladesh Common

Combos Browse all

Attune with Aether

Sorcery

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

alulien on Energy Gods

1 day ago

What? JacesAlly2016, you're very silly.

Winding Constrictor was in the 4th place deck at PT Amonkhet. So I have a hard time agreeing with you that it died with the release and that it should be cut. Obviously it will be boarded out in matchups where the opponent uses -1/-1 counters, but the incredible advantage it gives in every other matchup far outweighs the few matchups (none at my shop...) where it's bad.

Yes, Evolving Wilds helps Revolt Fatal Push, but Harnessed Lightning can help with those higher cmc creatures. And Evolving Wilds is just slow, and losing tempo sucks - I would much rather play a tapped land turn 1 and then begin to curve out, or play Attune with Aether to help fix/gain energy.

Why would I cut Hazoret the Fervent for Bontu the Glorified? You have no reasoning for that suggestion and then say I should probably just cut black, which directly contradicts your idea. What's the deal?

I'm confident my sideboard is able to take care of artifacts with 4x Dispossess (Aetherworks Marvel isn't a threat if I'm removing it before it can resolve, and multiples allow for the possibility of hitting Heart of Kiran as well) and 2x Appetite for the Unnatural. Also, Magma Spray has performed much better for me vs. zombies than Incendiary Flow would being sorcery speed and 2 cmc; an ideal turn 3 play vs zombies is 2 drop and hold 1 R for the Spray.

I welcome constructive criticism, and I challenge you to provide some sort of substance to support your suggestions.

Zondarian on Green/Red

1 day ago

Thanks. I was thinking about Attune with Aether, was just a question of whether I minded the fact I probably wouldn't be using the delirium effect for Traverse the Ulvenwald very often. It does make a lot of sense to switch it out though to fuel Aether Hub.

Everything I read about the Kozilek's Return+Endless One combo was that while on the stack Endless One had a cmc of the value of x, meaning it did trigger Kozilek's Return. I will have to research it more now though to make sure haha.

Thanks very much for the advice, I am not great at deck building, I tend to get distracted by cards I think look cool, help is always appreciated.

Jakivne on Green/Red

2 days ago

Hi, I'm also a new player so take this advice with a grain of salt.

Cryptolith Rite and Harvest Season feels counterproductive to your stated game plan. When I see those cards, I think "Wow I want to play a lot minions so that I can get more mana tappers and more lands from my deck", but your deck and game plan doesn't really want to do that. You sorta just want to play the biggest creature in your hand for the highest mana cost and smash your opponents in the face really hard. That game plan doesn't really allow for a lot of creatures on your side of the board. So I would suggest cutting Cryptolith Rite and Harvest Season for more traditional ramp. I can't suggest any good ones off the top of my head, but more cards like Naga Vitalist that give more unconditional ramp.

Another card I find odd is Traverse the Ulvenwald. Not that its a bad card, but more that the big pay off of the card, the delirium effect, is hard to do. It is easy enough to get a creature, instant, and sorcery in the graveyard for you, but getting the 4th type is hard. In your current deck, you could put either Cryptolith Rite or Arlinn Kord to achieve delirium, both of which are hard to put in the graveyard without hurting your game plan. I would suggest to either tune your deck to make delirium easier for your self (Note: You only need 4 of the following to achieve delirium: land, creature, artifact, enchantment, planeswalker, sorcery, and instant) or switch out Traverse the Ulvenwald for Attune with Aether which has the same effect with the added benefit of providing energy for your Aether Hub.

Finally Kozilek's Return doesn't work the way you intended to, at least the second effect. The way that CMC (Converted Mana Cost) works is that it takes variable mana cost (X) as a 0, meaning that Endless One has a CMC of 0 and therefore does not proc the second effect of Kozilek's Return. I would recommend cards like Radiant Flames or Sweltering Suns for board clears, if you cannot reliably proc the second effect of Kozilek's Return.

EDIT:(I have just read the cards again and realized that I have given you sorcery speed options for your instant speed card. Kozilek's Return is fine then if you value using it on your opponent's turn.)

I hope that my advice has been helpful, and that your deck will work out well for you. Happy Magic-ing!!!

Darkrib16 on JUND ENERGY AGGRO IS AWESOME!!!

2 days ago

You currently have 24 lands as well as 4 Attune with Aethers, so you effectively have 28 lands. You can cut 4 lands to have 4 more cards maindeck like Greenbelt Rampager or Glint-Sleeve Siphoner. You also have 5 Verdurous Gearhulks spread out between the maindeck and board.

Chandrian on Casting Spells

3 days ago

Coming back after having looked at the deck a bit more.

I think you can cut on the hate cards. You have a lot of counterspells, I'd cut the ones that aren't as good in EDH as in other formats. For example Clash of Wills, in EDH players usually tend to have more mana, so most of the time they'll be able to play that "x" cost without trouble.

Your manabase could use some help. I'd play some duals and utility lands. For example Thornwood Falls, Botanical Sanctum, Simic Guildgate, they'll help you to easier reach your requirements for double of the same manacost. Utilitylands like Rogue's Passage help your creatures get through or in the case of Arcane Lighthouse allow you to get around some protection on your opponent's creatures.

To really take advantage of Rashmi, Eternities Crafter without having to make the deck too much instant-based, I'd play Alchemist's Refuge, this will allow you to cast non-instants at instant speed.

You should run some more manaramp, for example Cultivate and Kodama's Reach place lands into play and in your hand, advancing you easily. This is the biggest problem I have with Attune with Aether in EDH as it puts the lamd in your hand and so doesn't ramp you. Most lists aslo play Sol Ring in EDH because it makes for a nice jump in available mana.

Containment Membrane isn't good in EDH as there are enough ways to untap or blink permanents and enchantment hate is out there too.

Naj187 on Jund Vehicles

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!

alulien on

1 week ago

Yea I did. I've got this deck in paper and Fervent Energy online and have noticed whenever the Hydra comes down with some energy onboard (Fabriction + whatever) it's pretty nuts. The mana here feels rough so I've bumped to 4 Attune with Aether which, combined with Aether Hub means there's usually a little extra energy left over. Voltaic Brawler can help there, but even a single activation can be backbreaking because of the counter and blanking removal.

Samut, Voice of Dissent I'm not sold on because of the 5 cost. Running 22 lands and 4 Attune may change that, but I've been having trouble hitting all my colors of late so my primary focus is smoothing out the mana and then I can consider Samut with some sort of idea of consistency. The Hydra helps here because it pushes the deck more with the extra Forests helping the turn 1 Attune.

Zhorus_The_Bauqret on R/U Dynavolt Control

1 week ago

Yea so I took this deck to game day, went 1-3 with it, We had a 5th round but that was only if you made top 8. My first match up was a Thermo-Alchemist burn deck, and I went 1-2 against it, honestly it was a really fair match up and I had a lot of fun against it. My next match up was Aetherworks Marvel and I again, went 1-2, I had simply no way to deal with the cast trigger of Ulamog, the Ceaseless Hunger. I then got a Bye, so my only win unfortunately wasn't legit. My next match up was a energy deck utilized around Bristling Hydra. This just couldn't be targeted with my burn spells, and If I didn't counter it I lost. So I went 0-2 against that deck. So all in all, I think the only way to run this deck is if I make it temur. It was fun while it lasted, but I am probably taking out Soul-Scar Mage, adding Attune with Aether, and Servant of the Conduit. Also thanks DanaBarrosReincarnate for the comment, sorry that you had it accidently deleted. However I am still keeping Enigma Drake in. This card is still amazing to play, simply it HAS to be dealt with, no ifs or buts, making way for a Torrential Gearhulk to land.

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