Aether Hub

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.

Browse Alters View at Gatherer

Trade

Have (2) gildan_bladeborn , CompleteWaste
Want (1) Tsr

Printings View all

Set Rarity
Mystery Booster (MYS1) Uncommon
Kaladesh (KLD) Uncommon
FNM Promos (FNM) Rare
Promo Set (000) Rare

Combos Browse all

Legality

Format Legality
Leviathan Legal
Legacy Legal
Casual Legal
Commander / EDH Legal
Pioneer Legal
Vintage Legal
Limited Legal
Block Constructed Legal
Canadian Highlander Legal
Oathbreaker Legal
Modern Legal
Duel Commander Legal
1v1 Commander Legal
Unformat Legal
2019-10-04 Legal
Tiny Leaders Legal
Highlander Legal

Latest Decks as Commander

Aether Hub Discussion

stellarnear on Atraxa

1 month ago

Aether Hub > Vesuva

DemMeowsephs on Crew is Big

1 month ago

Hey there! I'm usually the land and ramp helping guy, and you wrote that is one of your issues, so here, I hope I'll be able to clear that up a little bit. Let's start off with lands.

I see shock lands, fetch lands, and of course horizon lands, along with a few stand alone multicolor lands. Not bad! Keep ALL the shocks, and keep ALL the fetches. Fetches can search for shocks and shocks are really good. Usually I like to recommend filter lands (like Mystic Gate) or fast lands (such as Seachrome Coast). Horizon lands are also some of my all time favorites, but playing four of magics colors can be quite tough. For three, four, and definitely five colors, I usually recommend more multicolor lands. Your average CMC is also quite high, so maybe 1-2 more lands would be pretty good if you think you can. That said, consider some of the following lands.

So basically, consider much more things that can add a color of your choice, they give you much more options! The other lands are very good too, so you have to decide which one would be more beneficial in your opinion, though to me, I would cut Horizons and triomes for the ones I mentioned.

That said, let's move on to some ramp! Arcane Signet, Chromatic Lantern, and Sol Ring are pretty good, but I might have some you find better. Green is amazing for ramp, so by adding amazing green ramp spells, not only are you now getting the best ramp options, but also you are evening out the color pi for your deck! Consider some of the following

Ozzmium on GW Hexproof Pump - Budget

5 months ago

No Sixth Sense, Sram, Senior Edificer, or Season of Growth?

I feel like the cartouche and forced adaptation could both be cut to make room for card draw. In modern there's typically 2-3 Kor Spiritdancers in the main, with the rest of the playset in the sb for after the opponent takes out removal, just to provide a way to keep playing auras.

Mana Confluence and possibly Aether Hub are both lands to look into as far as upgrades go

BlackPhilip on Jeskai Miner

6 months ago

I_Want_To_PlayAllTheDecks maybe something like this could be a good starting point.

Aether Hub, 3× Battlefield Forge, 4× Island, 2× Mountain, 2× Plains, 4× Shivan Reef, 3× Temple of Epiphany, 1x Glacial Fortress

Flooremoji on Eldrazi Tron idea

7 months ago

Aether Hub is slightly better than Ice Bridge, but it probably won't effect many games :)

I feel like alot of the power behind TKS and Reality Smasher is in Eldrazi Temple, let me know how they do without it?

Grubbernaut on Ensoul Artifacts - Pioneer

9 months ago

3/4 drops are a bit on the high side for this sort of deck. I would consider more Hopes, Stonecoil Serpent (dodges Trophy/Decay); in black, you could also consider Golden Egg , but I think 0/1 drops are the way to go. Also, Witching Well is a cool one.

Also, Fabled Passage is a strict upgrade over Evolving Wilds , but I think untapped lands are important enough that playing Mana Confluence or even Aether Hub can be worth it over the taplands.

Other ideas: Inquisitive Puppet , Walking Ballista , Hangarback Walker , Animating Faerie

18ths on Five-Mizzet Re-experienced

9 months ago

Update 2:

Exotic Orchard , Forbidden Orchard replaces Vivid Crag , Aether Hub - The synergy with proliferate is great, but not good enough. Ten guildgates in mainboard requires rest of the manabase to be much better than that to avoid being color screwed.

Drown in the Loch replaces Utter End - the complete lack of interaction with the stack killed me a couple of times. For the same reason Dovin's Veto goes to maybeboard. Actually I'm in love with Drown - its almost always hard counter/removal in the game of EDH, the flexibility and efficiency is great and it makes House Dimir better represented in the deck.

Empowered Autogenerator replaces Perilous Forays - I'm not sure what I was thinking. Forays is a great card, but not necessarily in a 5 color deck with 17 targets that is color hungry. On the other hand, Autogenerator is a new all-star of the deck. It self-proliferates after use, costs colorless mana (which can be important when it comes to essentially a ramp spell), comes a turn earlier, just in time to cast Niv-Mizzet on turn 5.

Faeburrow Elder replaces Overwhelming Stampede - Notice the pattern? The deck is so mana hungry, and draws cards so well, so getting to enormous amounts of mana fast can be freaking powerful. It comes a turn after Kiora's Follower while sharing a color, so producing 10+ mana on turn 4 can happen from time to time. I also grew tired of Stampede, being in 75% of my green decks.

Boomcat12B on We're All Mad Here (budget cEDH)

10 months ago

If you can get away with tapped lands in your play group that's awesome. But when playing at a competitive tier tapped lands are simply to slow and don't provide enough upside to justify taking up a slot. Especially with Anje. She wants to win as soon as possible since she has very little in the way of effective interaction outside of a few cards. Maybe replace those tapped lands with fetches (these give you a shuffle effect which can be helpful, especially when rummaging with Anje)- Fetchlands/ Blood Crypt , Graven Cairns , Sulfurous Springs , Luxury Suite , or Aether Hub as just a few ideas. These will help speed up your deck and provide more consistent plays. Also definitely add Sunscorched Desert this gives you another means to proc dmg off of you worldgorger loop, with the added bonus of being a land so it is much more difficult to interact with. Also I think Fellwar Stone is a better include over Mind Stone as it will provide you with colored mana (Hopefully a black or red). There is nothing wrong with 2 drop mana ramp in CEDH by the way. It is just not as effective as cards like Crypt or Vault. But they can work nicely to help round out your mana base as CEDH runs much lighter land packages than regular EDH. My "Budget" CEDH Anje list runs 30 lands and 11 mana rocks. (I am running that many because I am not running Crypt or LED since I am trying to keep it under 800 dollars and "budget" for CEDH anyways) My deck wants to win by turn 3 or 4 so I need to make sure I hit a rock for turn 1 or 2. Finally might I suggest Dualcaster Mage and Heat Shimmer as a back up wincon if gorger is exiled. Just some ideas that I hope help out some.

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