Tainted AEther

Legality

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

Printings View all

Set Rarity
Seventh Edition (7ED) Rare
Urza's Saga (USG) Rare

Combos Browse all

Tainted AEther

Enchantment

Whenever a creature enters the battlefield, its controller sacrifices a creature or land.

Price & Acquistion Set Price Alerts

7ED

USG

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Tainted AEther Discussion

SynergyBuild on Competitive 5C Constellation

1 month ago

Tainted AEther is pretty good against Animar, Soul of Elements, but otherwise feels like a silver bullet.

Moat doesn't affect cEdh decks, almost ever. I mean Sword of Feast and Famine gets hurt a bit, etc. Same thing goes for Ghostly Prison, Propaganda, Sphere of Safety. These cards are neither prison nor stax, just pillow fort.

"Damage Mitigation" isn't stax/prison either, just more pillow fort.

City of Solitude and War's Toll aren't "Stax" in a conventional sense (War's Toll is very close), but they are much closer to combo protection. Rule of Law or Ethersworn Canonist are real options for "Casting Stax". Nevermore and Gideon's Intervention are considered removal though.

Karmic Justice is just considered protection. It is in the same vein as Greater Auramancy, Privileged Position, Sterling Grove, and Asceticism.

That leaves you with the following real stax/prison effects.

Mystic Remora

Rhystic Study

War's Toll

Tainted AEther

Now, let's say all of these were efficient stax elements, like Stasis, Winter Orb, Armageddon, and Nether Void (Similar Average CMC)

Okay, would your deck be stax? No, it would have a few stax cards. Would it be prison? No though it can pull off one.

Now, lets go back to reality. You run 4 cards, of which Mystic Remora/Rhystic Study are may costs, and so can't pull off a prison, and War's Toll doesn't affect many decks. It can stop a bit of disruption, which is powerful as an effect, but it does set up a prison without other cards. Think how good it would be with The Tabernacle at Pendrell Vale, if they pay any upkeep costs, they tap all their lands, and their mana disappears by their main phase. But you don't run it for that.

Finally, the best Prison/Stax piece you run, Tainted AEther, which can affect a few very specific decks, and slow them down a turn or two. If you ran 6-10 of these silver bullets, and tutored them up dependent on the situation at hand.

To sum everything up, you run 4 stax peices, of which two can't set up prisons, one doesn't in this deck, and one that could, but is a silver bullet. You are not Stax nor are Prison.

SynergyBuild on Competitive 5C Constellation

1 month ago

I don't think you should claim the top tier decks netdecked.

Yes people may copy them, but they have to play them properly and tune them for their specific meta. They are generally the best (or most "powerful") lists, but not alone. Only when a good player takes them, and tunes them do they get truely powerful.

Lets take a comparison instead of to decks like General Tazri (hyper-efficient fast-paced combo) but more like decks in the likeness to Teferi, Temporal Archmage or Tana/Tymna Blood Pod. These decks are "Prison/Stax/Combo". Teferi can combo out super fast, like turn 3 without a god hand or anything, but more commonly sets up a lock, then uses Teferi, Temporal Archmage's -1 ability to get out of a Stasis or Winter Orb or Static Orb, etc.

On the other hand Blood Pod is a combo list that nearly never sets up combo wins until it has locked out each opponent. It has tons of stax and prison effects, and an easily tutorable wincon once each opponent is unable to respond. It is slow, but efficient.

The reason I bring up these decks is because if you claim being fast isn't necessarily good, you are right, but if it isn't fast, it has to lock out the opponents thoroughly. I'll take a look at every single prison/stax card you run. Then I will compare them. Enchantress can be built to be efficient stax, or fast-paced combo. This one clearly isn't fast-paced combo, so if you claim it is the "most powerful" Enchantress list. I would find it insulting if your deck isn't powerful. That would mean every other enchantress list is less powerful than a weak deck, wouldn't it?

Mystic Remora and Rhystic Study are the two cards that represent actual stax in your list. That is all. Ghostly Prison effects aren't really stax, and removal (unless it is land destruction) isn't stax either. The fact that your two cards that are stax are "may" triggers makes them some of the weakest stax. This isn't to say that they aren't good, but in fact only that they are not going to lock down the opponents.

This would make you incomparable to stax or prison lists, and you are too slow at combo to make up for it.

But maybe you just made a typo, because instead of "prison/stax/combo" you meant "control/combo", bit of a large typo, but I digress. Control is the last main archetype of the higher tier lists, and this deck appears to be closer to control on the face of it.

Control lists like Azami, Lady of Scrolls, or other lists try to build a draw engine, because otherwise they wouldn't have enough answer for each of the threats placed by the opponents. In this case Enchantresses are the draw engine. They normally run answers like removal and counterspells to stop locks set by stax decks, or slow down the combo decks enough for them to pull out their own combo wincon. In this case you run many combos. I wouldn't call it Control though, but I think that is the closest this deck is to a real archetype.

Why is it not control? in a 4 player game, which I assumed this deck was made for (it is under the tag "Multiplayer"), this deck needs to answer a lot of things. A The Tabernacle at Pendrell Vale that the stax player dropped, the Hermit Druid that Scion of the Ur-Dragon combo player just dropped, or the Mystic Remora that's been drawing General Tazri a ton of cards. In Commander, there are tons of different types of threats to deal with. Since you don't run the catch-all Counterspells, you have all of 7 pieces of removal, and lets look at all 7 in total.

Banishing Light - Okay, this one is real removal, 3 mana may be exorbitantly high in terms of mana, but it hits a whole lot of things, so I will claim it works. Unless they spend one mana and a Nature's Claim, or any other 1 mana removal for enchantments.

Detention Sphere - Same as above, good with tokens, same glaring downsides.

Doomwake Giant - Well, this is a sweeper, and can trigger multiple times, but 5 mana is a lot for a deck with only a decent amount of ramp, hits hard on dorks though.

Gideon's Intervention - Not removal, I mean it doesn't remove anything, and is expensive for what is effectively a glorified Meddling Mage

Oblivion Ring - Same as Banishing Light, but is better, you can sacrifice it in response to it's enter the battlefield effect to permanently exile a non-land permanent. It can also hit your permanents, for what it's worth, still too high on mana.

Parallax Wave - Good at slowing combo, depending on the combo, stuff like Kiki-Jiki, Mirror Breaker will hate this.

Tainted AEther - I mean, yes it can slow a few combos down, but at four mana it feel pretty mediocre.

Overall, your removal either is way to expensive to expect this deck to be considered control, and doesn't run nearly enough, or isn't a control deck.

If the deck isn't control, stax, or fast-paced combo, I ask you, what is it and how is it supposed to be the "most powerful" Enchantress deck? I apologize if you think I am hating on your deck, because I love seeing a fun deck with interesting limitations like no infinite comboes, but limited casual decks aren't the most powerful, and it is an insult to many deck builders to claim their lists are weaker than this.

StopShot on Sidisi's Rage Quit Stax. v 5.0

1 month ago

Ahh, I've gone up against different meta's that use combo-kill. Sadly black is not too good at using tax effects to stop combos naturally.

What I can recommend to better go against a combo-kill meta in general would be:

Mind Slash: Repeatable Hand-Disruption.

Tainted AEther, Spreading Plague: Punishes creature spam combos.

Torpor Orb: Stops abusable ETB effects.

Damping Sphere: Kills Storm or Repeatable-Cast combos.

Blood Artist: Counters death-loop combos.

Mesmeric Orb: Ruins combo decks that don't run recursion.

Null Rod: Stops artifact combos.

Planar Void, Silent Gravestone: Hates on graveyard combos.

Hex Parasite: Repeatable kill target planeswalker.

Orb of Dreams: Denies loops that bounces or blinks lands, artifacts, or hasty creatures.

Orbs of Warding: Combos that target players or deals 1 damage per loop means nothing to you.

Every combo is different, so I gave a generic list. I'd only consider the cards listed that apply specifically to your meta, however; Mind Slash would probably do wonders for your deck.

StopShot on Death’s Cruel Mistress

2 months ago

If you'd like more ways of exiling your opponents stuff I'd recommend Faceless Butcher, Mesmeric Fiend, Leonin Relic-Warder, Petravark.

If you'd like to add more insult to injury I'd use cards like Tainted AEther, Shivan Harvest, Vampiric Rites, and Erratic Portal as other ways to trigger the leave the battlefield effect before the enter the battlefield effect. Flameshadow Conjuring and Panharmonicon can also double those triggers as well.

zephramtripp on Infinite combo challenge

2 months ago

Radiate + Thran Dynamo x 2 + Isochron Scepter imprinting Fork + Isochron Scepter imprinting Dramatic Reversal

This gives you infinite Radiates and infinite mana.

Win with both Tainted AEther and Burning Sands in play.

chirz2792 on I've Always Been This Insane, Isn't It Interesting

2 months ago

This is a pretty cool deck. Do you think Tainted AEther and No Mercy would have a place in this list?

The_Mike on PillowChesa

3 months ago

Cards I would recommend adding if you want to support your pillowfort theme.

  • Koskun Falls Does exactly what you want to do with not exactly a back breaking downside.

  • Delaying Shield Nobody can take away your monarch token and lets you mitigate damage. (Also handy for negating massive fireballs for a turn.)

  • Smoke Can be good against green rampers and go-wide strategies. Also will make people to think twice before running over your Marchesa with quantity since they'll be open for a longer time and have much more difficulty to come get the monarch token next time.

  • Tainted AEther Keeps the creatures low, keeps the threats low, keeps everyone wanting to kill you high. Great way to lock boardstate in your favour after a boardwipe.

  • Marchesa's Decree and Hissing Miasma You want to nibble your opponents as much as you can while making them hesitate harming you if you plan to win while pillowforting. This does both and so either deters would-be attackers or makes finishing the game with Debt to the Deathless or the like easier.

  • Aurification It's good. Doesn't spare you from lethal but at least saves you from random chunks of damage.

  • Windborn Muse Redundancy, another Ghostly Prison

  • Gideon's Intervention and [Nevermore] Naming opposing commanders is just so backbreaking against some decks and buys you a lot time (and a lot hate from the player). Other than that you can name common threats to your board like Cyclonic Rift and Merciless Eviction. Another card with similar effect on board is Prison Term, which lets you to put opposition into sort of a Nevermore state as they hit the field.

  • Island Sanctuary Basically a budget friendly mash-up of Moat and Solitary Confinement

  • Vow Cycle of Vow of Duty, Vow of Lightning, Vow of Malice Works double duty. Why bother removing opposing creatures if you make them work for you and even be happy about it? Deals with offensive threats while nibbling opposing life totals. Orzhov Advokist also could work the same way in practice, but is less reliable though stronger when it works.

  • Soul Snare "If you attack me, I will kill your creature" is not an empty threat anymore, also counts towards your enchantment mass making cards like --Sphere of Safety and Open the Vaults more valuable. If this doesn't make big threats look at another direction then nothing will.

Well then. Since the commander herself fixes your needs of juice, the next question is: what do you stall for? (Was that a Hamilton reference?) After the long and satisfying grind of EDH, you want to finally claim the prize and call it a game. There's a few ways to go about it, but I'd recommend picking at least 6 - 10 cards which enables you to win the game when played right. In addition to what you have now I'd recommend one or two more.

  • X Equals Win the Game: In addition to Debt to the Deathless, other good X spells to add would be Exsanguinate or Torment of Hailfire, of which the latter is usually better but the first always consistent.

  • Not this turn, but maybe the next: Felidar Sovereign should net you a win when opposing resources to stop you are running thin. Or at least burn a removal spell.

More mass removal. They can't hit you if they have no creatures, and you really don't care about your own all too much. Two more of any "destroy all creatures" spells would work wonders.

As you are running on a budget here, we can't afford expensive allstars that win games basically no matter what deck you are playing. THUS we have to compensate by making our deck consistent, efficient and precise in what it does - in it's theme (Pillows, taxes and enchantments) - so the cards have more power than the total of their sum. Cards I'd cut:

  • Ancient Craving Good if we need explosiveness... which we don't. In EDH value this is basically 4 mana 3 life draw 1.

  • Read the Bones Draw 2 isn't anything to write home about in EDH either, basically draw 2/3th of a card for 3 mana. Marchesa nets you the cards over time, and you aren't in any rush.

  • Starfield of Nyx Would be good if you could protect your enchantments from the "creature" status as they get easier to spot and wipe remove. The recursion is amazing, but it wont matter when everything bows up, along with the starfield.

  • Price of Knowledge It's strong if it gets to hit the field, but not strong enough to compensate for the cost. It doesn't help us in 2 of the 3 themes of the deck but on the contrary draws hate with slow pay-off.

  • Bloodgift Demon Rather than having multiple ways to draw 1, focusing on pillowforting and keeping the monarch token to yourself would add consistency. A body is nice, but also a liability and lack of synergy with the rest of the deck.

  • Kambal, Consul of Allocation It's good at what it does, but we do not necessarily want to do that. It always universaly and equally hates on everyone, drawing hate towards you when our idea is to keep us away from the harm. Draining is nice, as long as it doesn't also drain our goals.

  • Sidisi, Undead Vizier Again, really good at what it does, but we need more space for cards that we need to do exactly what we want to do.

  • Void Winnower Strong, but really expensive for non-ramp deck and draws hate to us. Not the strong we must have.

  • Elixir of Immortality When a deck functions as planned and has multiple ways to win even if some get discarded to graveyard, you should be able to win before decking out.

  • Skullclamp Strong... but not the strong we must have.

  • Staff of Nin We have our economy covered as long as we are able to sustain monarchy.

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