Frozen AEther

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Planar Chaos (PLC) Uncommon

Combos Browse all

Frozen AEther

Enchantment

Artifacts, creatures, and lands your opponents control come into play tapped.

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Frozen AEther Discussion

Dumgoldfish124 on Discard/Mill/Hosing Deck Need Help!

3 days ago

While a mill deck in commander is hard to create, as most of the usable/good mill cards target, it is a lot of fun to play. Discard is a little easier, but not by much. Also, the best colour combination for this type of deck is U/B and Atraxa has two extra colours that don't really help as well as her ability not synergising very well with mill or discard. Anyway, you asked and I shall try to deliver.

First the milling essentials: Glimpse the Unthinkable is the best mill spell bar none and is required. Secondly Increasing Confusion is quite good for commander, as mana totals will get quite large. Thirdly, Mind Funeral is great, as is Mind Grind. Fourthly, Mind Sculpt and Tome Scour mill for 7 and 5 respectfully, which is not too great, so only run them if you feel like that small amount of mill is extremely useful. Fifth, Hedron Crab is a great one drop due to the mill 3 per land you drop. Also, speaking of one drops, Jace's Phantasm is a good creature that soon becomes great with mill and discard. Sixth, Nemesis of Reason is stupidly good as it mills 10 per attack! It doesn't even need to cause damage! Startled Awake  Flip is a nice mill spell and recurs too. Another great creature, and my recommended commander, is Szadek, Lord of Secrets. His milling will get massive really fast. All you need to do is get him in unblocked. Use Rogue's Passage or Whispersilk Cloak. Some good beaters are Consuming Aberration and Sewer Nemesis. If you don't care about price, then Jace, the Mind Sculptor is awesome, but if budget is a thing Jace Beleren is a nice cheap replacement. Now onto the milling combos! Traumatize and Fraying Sanity completely destroy an opponent, as does Keening Stone and Fraying Sanity. Archive Trap and Ghost Quarter are great together, as is Maralen of the Mornsong and Archive Trap. Also, Ghost Quarter helps get rid of land for Mind Funeral and Mind Grind. Lastly, Jace's Erasure and any card draw is quite nice. Thats about it for mill, now onto discard!

First off you need Waste Not. It is beautiful. The Rack works when you have made them discard down to 2 or less, which is one of your goals. Quest for the Nihil Stone and Shrieking Affliction are like The Rack - dealing small damage when opponents don't have hands. Liliana's Caress and Megrim do small amounts of damage per discarded card, which is nice. Bottomless Pit helps keep opponents hands empty, as does Necrogen Mists. Oppression is awesome, as is Painful Quandary, and both together is god-tier. Underworld Dreams is nice little 'screw you' after they loose their hands. Jin-Gitaxias, Core Augur murders everyone but you late game. Nath of the Gilt-Leaf is goddamn beautiful and breaks even more when you have Sadistic Hypnotist, Nezumi Bone-Reader and/or Mind Slash out. Another awesome combo is Mindcrank plus Bloodchief Ascension with three counters and any discard to an opponent means you kill them. With Dark Deal or similar you win. While these two things are great and all, you need some utility and a way to keep you alive when you suddenly become the target.

To stay alive, you need some pillowforts like Propaganda and Ghostly Prison. Cards like Frozen AEther and Kismet will help keep the opponent's board from becoming too overwhelming and Standstill will prevent spells for a small while. Psychic Spiral is another great spell that gets back all of your mill spells and it also mills an opponent for a little too. Talrand, Sky Summoner is fun with all the spells you are slinging, and he provides an alternate win condition. Another alternate win is through infection. Cards like Flesh-Eater Imp, Hand of the Praetors, Phyrexian Crusader, Phyrexian Juggernaut, Necropede, Putrefax, Plague Stinger and Corpse Cur all win you the game when they deal 10 damage to an opponent. Also, Skithiryx, the Blight Dragon is a good option but is quite expensive. Cards like Giant Growth make you win harder. Infect is where Atraxa shines due to the added poison counters to each opponent every time you finish your turn. Adding Contagion Engine might even make your opponents scoop.

Good God, that is a big slab of writing. Here is a deck list I made for you: Atraxa makes you loose your mind!. Tell me what you think!

MrSilk on Hokori's Prison - Modern Stax

2 weeks ago

lagotripha

I completely forgot about Ethersworn Canonist! Thanks for reminding me! Tbh, I only have Cranial Plating/Etched Champion in there because I haven't really devised another wincon yet.. And that combo just seemed to go best with the deck, but I'd be happy to switch it up for something else.

Maybe I'm just not getting it, but what is the Teferi, Mage of Zhalfir/Knowledge Pool lock/wincon?

Other cards I'm considering are Magus of the Tabernacle, Blood Moon and Frozen AEther/Blind Obedience/Authority of the Consuls.

Thanks for the reply!

mlequesne on Atraxa Stax

1 month ago

Hi man, I've been playing a similar deck but I'm more budget. From my experience Smokestack doesn't work so good, same as Contamination cos you need that precious Bitterblossom in play.

I don't think Cataclysm is a good card for you, it looks like you like to hoard permanents in the field, and Cataclysm is no good for that. Another thing, you have few pieces to combo well with Stasis you do have Root Maze but Kismet (or Frozen AEther) or Orb of Dreams can help you finnish the combo.

Eventhough Mana Vault is a great card I dont feel like is necesary, but it's an artifact based stax so I get it. I wouldnt play Ichor Rats it's way too slow even for a stax deck.If you wanna check my deck here it is: Max Stax Atraxa

Also, I like to play Armageddon and Heroic Intervention, It has won me a lot of games. And since you're running Armageddon and Ravages of War you double the chances to get the combo. Also Heroic Intervention is a great counter for all the boardwipes or targeted disruption in commander.

See ya man! =)

ersatz_olorin on Lich Lord Zur

2 months ago

Enchantment removal like Journey to Nowhere or Darksteel Mutation seems like it would be broken with Zur

Some staxy enchantments like Frozen AEther would probably also be good.

And come on guys let's keep it civil, part of what makes magic so interesting is that there is so much diversity of play, that's why everyone hates format warping cards.

Craven183 on Sphinx Tribal

2 months ago

Hey Jon!

Hope you don't mind some suggestions from ya boi Owen. I've looked thoroughly through your list and have some ideas to propose to you. Totally up to you whether or not to use these cards (I won't be offended either way- at the end of the day this still looks like a solid, fun list!). But here are some suggestions:

  1. Replace some of the counterspells: I've noticed you've put a lot of counters in here. This is good- make sure people can't achieve their wincons. But 19 might be a little too much- mono blue can work very effectively with just 10 counterspells (especially with the draw and topdeck manipulation you will be able to achieve with this deck). Here are in my opinion the top ten best budget counterspells: Arcane Denial, Swan Song, Counterspell, Mana Leak, Foil, Pact of Negation, Summary Dismissal, Disallow, Muddle the Mixture, Condescend. And of course you have access to Mana Drain which could easily replace any counter out of the ones I just listed. Even if you want to stay at 19 counters, I would highly recommend taking out Annul, Ceremonious Rejection, Essence Scatter, and Spell Shrivel to put in cards like Swan Song, Arcane Denial, and Foil.

  2. Draw Spells: You've got good stuff in here like Pull from Tomorrow and Stroke of Genius, but sometimes paying X every time you want to draw cards can be a bit too much (especially when you are trying to cast high cost Sphinxes). I'd recommend removing Stroke of Genius, Fact or Fiction, and Fortune's Favor to put in Frantic Search, Dig Through Time, and Paradoxical Outcome. Frantic Search lets you untap lands, Dig Through Time is just too good, and Paradoxical Outcome can let you net mana off of bouncing Sol Ring while also letting you get more ETB effects off of your replayed creatures. For strong early game draw, I'd recommend removing Braingeyser to fit in Mystic Remora.

  3. Ramp: Since your average CMC of the deck is 3.48 and blue gives very little access to land ramp like green, you'll need to back that up with a buttload of artifact ramp. You need to put in Thran Dynamo, Mind Stone, and Sapphire Medallion. They will help you a LOT. Having Dreamstone Hedron, Everflowing Chalice, and Caged Sun in here addition to the other artifact ramp will definitely give you an edge over other players in mana. Also I'd recommend putting in at least 3 more islands.

  4. Acid Rain: This card makes me lol against mono green players. It seems entertaining but may be a useless draw when playing against decks that don't run green. Or even if they do run green it could be something like my Surrak Dragonclaw deck that only runs a few forests with most everything else being nonbasics that don't have forest type like Karplusan Forest. Due to this, if you want to put in some land hate, run Frozen AEther. People will hate you but it's not too mean and it certainly puts you ahead and gains you even more counterspell advantage.

  5. Sphinxes: Here are some Sphinxes I've found that I think would really do you a lot of work and versatility in this deck: Guardian of Tazeem, Chancellor of the Spires, Sphinx Ambassador, and Deadeye Navigator. Yeah, I know the Navigator isn't a Sphinx but he can blink your Sphinxes to get their ETB effects as well as Unesh's trigger. Endless value for only 2 mana.

  6. Target Removal: I would recommend taking out a couple counterspells in order to fit in Reality Shift, Rapid Hybridization, Pongify, AEtherspouts, or AEtherize. These cards have insane value. Everyone expects a counterspell, but nobody expects their Pathbreaker Ibex to suddenly become a 3/3 Pepe the frog at the end of main phase.

  7. The Immortal Sun. This card would do wonders for this deck- you saw first hand how well it worked on Saturday night. Imagine James trying to play that goddamn Teferi, Temporal Archmage with Immortal Sun out. Glorious.

  8. Terramorphic Expanse and Evolving Wilds. Think about these two for a second. They come into play, you sac them and go fetch and island and put the island into play tapped. Your deck is mono blue- so the only thing you can fetch with these is a basic island. If you just replace these with basic islands they'll come in untapped.

Anywho- those are my recommendations! Hope they help and I'm really looking forward to seeing you play this deck! Sorry I went into so much gross detail about my suggestions but I really do love looking through lists and then writing about them.

Cheers!Owen

rockleemyhero on Locust God's Unbeatable Swarm!

2 months ago

This is a sweet list, +1 from me! I play almost exclusively cEDH on trice via the cEDH discord, you should join us over there if you're not already. How has Sorcerous Spyglass and As Foretold been for you?

So my initial thoughts on my small critiques of the deck:

Skepticism:

  1. Molten Psyche seems like an odd choice. Am I missing part of the combo with it? I don't think any cEDH deck wants to win by making your opponent's draw cards.

  2. I think Frozen AEther is a pretty bad stax piece at 4 mana. But I know your a bit short on options in UR. I've heard of Smoke being some nice tech against creature heavy decks (i.e. selvala brostorm, blood pod, etc)

  3. Dissipate is pretty bad, I don't think you ever want to be playing 3 cmc counters. I'm not sure you need the extra counterspell when you are already running 14. Remand and Delay are a bit suspect as well in my experience, although have niche functions.

  4. Mana Maze. I love this card to death, don't get me wrong. However, I've played too many games where it's backfired on me. Once fast combo blue players figure out how to use it to their advantage, it becomes a double-edged sword. Casting ad nauseum, holding priority, and then casting a Brainstorm means they have an uncounterable naus. This card is too chaoticky for my liking in stax.

  5. Mana Web. This card is alright, but i've never been very impressed with it for 3 mana. It's not the worst choice but certainly not the best. I think it's replaceable.

  6. Thought Vessel. I really think this deck is hungry for colored rocks - even if that means ETB tapped. Isochron+reversal needs both blue and red mana to win you the game, which can be a little tricky.

Adds to consider:

  1. Ponder and Preordain - these cards are surprisingly powerful. Being able to keep sketchy hands is a huge plus and these cards are never dead, outside of a rule of law effect. I've added them in my lists and haven't looked back. There's a reason why they are legacy staples, even more so in a 100 card singleton format where you need to dig for tutors, answers, or combo pieces.

  2. Fellwar Stone: this should be an auto include in any cEDH using rocks. One of the best imo, always solid. Easily replaces thought vessel in my book.

  3. Paradox Engine: You have some easy combo pieces you can shell into this list and this is one of them. Goes off with Isochron Scepter and a variety of random cards like Winds of Rebuke (if you swap it with into the roil), Capsize, etc to go infinite. There's the ol' infinite swans stuff as well if you have Copy Artifact. This is a fat card but certainly extremely powerful.

  4. Transmute Artifact: a 2 mana tutor to find part of your combo is extremely good. I don't think you can leave home without this one, especially since you are so artifact heavy. Even Fabricate wouldn't be a terrible choice. Izzet is really hurting on tutors, even more so when you have a 2 card wincon.

  5. Kindred Discovery: I think this is one of the spicier tech options with your commander. Goes infinite and wins you the game. It's fat and clunky, but a 1 card wincon with your general. I'd think it would be a solid back up plan to drama stick.

  6. Other meta choices: Pyroclasm/Rolling Earthquake, Abrade, Winds of Rebuke(love this card): All unique, flexible options depending on your meta. I've had a good amount of success with each of these.

Hope this helps and the list overall looks very solid. I really like the deck and can tell you put a lot of work and thought into it. It's refreshing to see something new float around :). Nice work!

Flux-51 on Mono Prison

3 months ago

Here's some other sideboard options you might want to consider:

Rule of Law, Pithing Needle or Sorcerous Spyglass, Surgical Extraction, Lingering Souls, Linvala, Keeper of Silence, Thalia, Guardian of Thraben or Thorn of Amethyst.

Some Random other cards that may be handy:

Mistveil Plains, Nevermore, Luminarch Ascension, Enduring Ideal, Journey to Nowhere, Emeria, The Sky Ruin, Frozen AEther <--This card is just spicy.

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