Aether Hub

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Aether Hub

Land

When Aether Hub enters the battlefield, you get (an energy counter).

: Gain to your mana pool.

, Pay : Gain one mana of any colour.

lagotripha on $10 Controlled Burn, Arcane Edition! [UltraBudget]

2 weeks ago

Going into 3 colours on a budget can be tough, but there are some great options - Field of Ruin, Exotic Orchard, Aether Hub/Crumbling Vestige, etc. They aren't perfect, but a little planning can get them to stick.

The biggest thing I can offer is that splicing to arcane has various combos with 'copy spell with x cmc or less' effects. Izzet Guildmage+Desperate Ritual is traditional, but guildmage plays nice with everything else. Similarly, Sea Gate Stormcaller, Dual Strike etc.

With all of that said, I'd look at blue creatures - Delver of Secrets  Flip etc, with some etb effects like stormcaller, with Veil of Secrecy as protection rather than stretching to white.

lagotripha on Jeskai SuperFly

2 weeks ago

This is a nice list, superfriends/tokens is a neat strategy. I have a number of failed decks built around Blood Funnel to that effect - (its fun but I don't reccomend it).

On the playing 3 colours in budget modern; the reason Opt/Serum Visions effects are good is they help find lands in hands that would otherwise have problems. If you can play 'mono blue' until you hit three lands, you can go hard on islands and draw power as a kind of fixing.

You don't need to break the bank if you want to improve the manabase. It just takes a little tinkering.

If you can afford to delay coloured mana, Field of Ruin is both untapped, disruption and searches a basic turn 3+. Terramorphic Expanse is extra evolving wilds copies, but being all taplands is a major drawback. Aether Hub fixes mana once, before becoming colourless. Exotic Orchard has cheap copies out there, Prairie Stream is good if you are otherwise running/searching lots of basics, Interplanar Beacon does a lot in superfriends.

multimedia on Stomping Counters

3 months ago

Hey, I saw your forum topic asking for help.

The manabase and ramp/color fixing could use some tweaking, but more draw is really what your deck needs. That's the area of your deck to consider spending some on for improvements.

I choose these cards as suggested cuts because you have better cards that do the same or similar effects. More draw especially repeatable draw sources replacing some of this redundancy could help gameplay.


The manabase is overall good except the amount of Forests, which is too many. The ratio of color sources in the manabase is 28 green:16 white:16 red. 28 green is almost double amount of another color which is a little much. Forests are important, you want them as most lands, but I don't think you need 12 of them. Green one drop mana dorks are good, but I don't think only three of them are enough to play so many Forests to hinder the other colors in the chance that you have one in your opening hand with a Forest. Crop Rotation can get any land by sacing a Forest.

Some manabase problems are 12 Forests, the Slow Fetch lands, Aether Hub, Arctic Treeline and Highland Forest. 12 Forest reduces the color fixing from lands too much. Grasslands, Krosan Verge, Mountain Valley are too slow for what they do and are not needed because you have Marsh Flats and Windswept Heath.

Aether Hub is relying too much on three cards that proliferate or Aetherstorm Roc. Consistently Hub won't have enough energy to make colored mana. Arctic Treeline and Highland Forest are nice that they have basic land types, but you don't really need them because you have Shocks and Tangos.

Consider cutting some basic Forests for more budget lands that can make green or another color?

Making these lands changes can balance the ratio of color sources to 26 G:20 W:20 R. This balance keeps the amount of green close to what you have currently while increasing the amount of white and red. Of course most of these are the least expensive price playable lands that you could add. There's many others that are more price/better lands.

Good luck with your deck.

Unlife on Stomping Counters

3 months ago

Temple of Abandon, Temple of Plenty, Temple of Triumph, Brushland, Battlefield Forge, Karplusan Forest, Cragcrown Pathway  Flip, Needleverge Pathway  Flip, Branchloft Pathway  Flip could all fit into your manabase. I know you have a budget of about $5 per card, and i believe most of them other then Brushland are at or below that range.

I can see how heavily your deck is weighted toward green, but my instinct is that you have a lot of enter tapped lands that don't do anything when they enter tapped. Temples could at least provide 2 colors and scry you a card, but things like Grasslands don't thin out your deck enough to be worth losing a turn.

My recommendation is to cut 3 forests, Grasslands, Mountain Valley, Aether Hub, Alpine Meadow, Arctic Treeline, Highland Forest for the 3 temples, 3 pain and 3 pathways. With new caperna dropping, you can also cut a forest for Jetmir's Garden when its released.

Apologies for the wall of text, I hope it helps.

lagotripha on Grixis Cat Pact

4 months ago

Going into grixis without fetches needs a little tweaking to be reliable - missing your mana is a major issue. You have the card selection to help offset it, but a few tweaks would really help things, even on a serious budget.

Try to plan for the mana you need, right now its blue/red/black straight from the start. If instead you always needed blue turn one, blue turn two, then eventually black or red, you could plan your manabase to reflect that, with more blue lands then fixing for the final part. Its sometimes worth using 'worse spells' and delaying wincons just for the sake of easing mana concerns.

If you only ever need to cast 1 non black spell, Aether Hub is almost a perfect land. Field of Ruin is cheap hate that lets you do something when your mana is off that also fixes your mana. You won't be able to run more than three or so utility lands without making your mana even worse, but this one is worth it.

Mirrodin's Core is fine if you are happy taking a turn off, or playing at instant speed (like with say, blue cantrips and counterspells), while also being a second mana for Mana Leak etc.

This is the next part of the plan ;'pseudo' fixing - if you see a land of the right colour and put it in your hand, thats almost the same.

The rule of thumb is that for every 2 Serum Visions/Opt type 1 mana cantrip, you can cut a land. If you combine this with the earlier idea about planning your lands, you can go to mostly islands and dip into other colours later in the game far easier.

Finally, pact/harmless is a combo, which has a few other options - Aggressive Mining does a lot by giving backup combo options all in red, while some of the traditional combo setups are also ramp/fixing - I love Pentad Prism wherever a deck might go 'I pay 7 mana to win'. If you have a little artifact synergy, Chromatic Star, Sphere of the Suns or Prismatic Lens can work.

The rest is testing and experimenting. Good luck!

lagotripha on Modular explosion

8 months ago

Lands always need some tinkering - I like to think about it like this.

T1 you need green for hardened scales, no matter what. T2 you need white for creatures, most games Lategame you need red - your red creatures/spells can afford to wait as they are finishers.

This means green highest priority, white the next, then red/fixing splashed to turn on fling/shikari, finally utility lands.

The large number of colourless creatures means you can afford to have limited access to coloured mana, making things like Tendo Ice Bridge Crumbling Vestige or Aether Hub a little better than Mana Confluence type fixing. Which in turn makes filter lands less useful, but most of that just needs testing. I always end up with less utility lands than I want - you should be able to fit more with the colourless options.

legendofa on The Only-Lands Challenge

8 months ago

Well, if you're removing cards, you could add a red source, like Mana Confluence, or even Tendo Ice Bridge or Aether Hub for single use.

I'm not trying to be pushy with my suggestions, and I hope I'm not coming off that way. I just don't see a lot of ways to ensure Lair of the Hydra connects, or Inkmoth Nexus deals significant damage in the current build.

Kofu on Green/black counter +1+1 modern

10 months ago

Thanks for the advices!

Stonecoil Serpent seems really flexible and hard to deal with, i will surely try it out. But I really like the value of Aquastrand Spider when it gives multiples counters on new creatures entering the field with scales and Constrictor serpent already on the board.

Aether Hub is a budget version of what I would like to have for manabase. If I catch up nice lands like Blooming Marsh I would definitively cut it.

I also really want to try out Mindless Automaton for cards draw, but I'm afraid it will be too slow in modern.

Same thing for Hangarback Walker, I really like this card but maybe too awkward in this decklist. My deck is not really an artifact synergiser

Load more