Aeromoeba

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Aeromoeba

Creature — Elemental Beast

Flying

Discard a card: Switch this creature's power and toughness until end of turn.

seshiro_of_the_orochi on the flood

9 months ago

I see what you're doing here. Might I suggest some changes?

74 is a weird number of cards to be at. If you were to go to 80, you could include Yorion, Sky Nomad as a companion, which would even work somewhat as a threat in here. If you're not planning on doing that, better go down to 60 cards.

On what to maybe change, I'll go into detail a bit. A problem I see is that you are following some parallel strategies that don't intertwine that well:

I do see your madness synergy in Just the Wind and Broken Concentration. But you only have two card to trigger madness, and Aeromoeba isn't exactly the best card for that matter.

Next, there is a playset of a singular energy card in Aethersquall Ancient. It's a powerhouse finisher card in a deck where you can deploy it and then immediately fire off its wipe. As itself is your only way to gain energy, it will mostly be an overcosted flyer that won't even help you win.

Aerial Guide seems just off in here. Your only creature without flying is Baral, and he's not exactly a card you want to attack with.

Finally, 33 lands is just too many. Maybe go down to 26 including the playset Sanctuary.

Especially the madness plan and the synergy plan seem to compete for your mainfocus. To actually suggest further changes, I'd need your thoughts on if want to focus on either of these or if you want to go the route of a Mystic Sanctuary control deck. All three paths seem doable, but combining them seems hard.

What're your thoughts?