Aether Vial

Aether Vial

Artifact

At the beginning of your upkeep, you may put a charge counter on Æther Vial.

: You may put a creature card with converted mana cost equal to the number of charge counters on Aether Vial from your hand into play.

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Legality

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

Aether Vial occurrence in decks from the last year

Latest Decks as Commander

Aether Vial Discussion

Omniscience_is_life on First modern deck--and it's a …

1 day ago

Hello, people who know how this format works!

I've just built a deck... and I'm very proud of it... but I think it needs help. And that's where you all come in.

Decklist:



The gist of the deck is you spam Dryads, CoCo some more in, Finale OD some more in (mainly X=0 for Dryad Arbor ), Aether Vial even more, and win with either a Coat of Arms , or a Metallic Mimic .

StopShot on B&R February 15 2021

1 week ago

@TriusMalarky While Twin can force a land to get tapped on turn 3 to prevent 3 mana spells from getting cast you do need to remember doing so leaves the combo piece open to sorcery speed removal such as a Dreadbore , Flame Slash or Declaration in Stone in the first game and in the second and third game it allows cards like Torpor Orb or Blind Obedience to be played - tapping all out to put the combo piece down means you won't have counter-mana up to stop these effects from hitting the board and often the Twin player will instead choose to cast the combo piece on the endstep of their opponent's turn incase if there is a sorcery-speed threat such as T-orb that needs to be countered on their opponent's turn instead. The Twin player will (in most cases) only choose to preemptively tap down the land if they know their opponent is mana-screwed, if they don't have a counterspell in hand or if they know their opponent is running Twin to further stall the opponent's combo. With that said I wouldn't entirely discount 3 mana answers that can be made uncounterable by Cavern of Souls or Aether Vial or 3 mana spells that completely disable the deck beyond repair such as Unmoored Ego if they resolve.

I also think it would be more problematic for Twin decks to also splash in a third color for enchantment removal. One aspect that made Twin decks so oppressive was a solid portion of them would include copies of Blood Moon in the mainboard in order for it to be more difficult for their opponents to interact with their combo. Dedicating to a third color to run Dovin's Veto is going to come with not being able to run Blood Moon while being easier for the Twin deck to also get disrupted by an opponent's potential Blood Moon as well. On the other hand, Blood Moon has also been made weaker in the meta as Cleansing Wildfire and Force of Vigor make effective get out of jail free cards from sideboard.

Plus, I think you're undervaluing some cards in your assessment. Back when Twin was around the only one-mana spells that could remove an endstep flashed-in Deceiver Exarch was Path to Exile , Rending Volley , Vendetta and the ever so infrequent Skred and Lightning Axe and out of those, the only cards that were mainboard worthy was Path to Exile and Skred (which only worked if you were running a niche deck and you were going first with extra technicalities). Fatal Push has had a huge impact on the format being loads better than Vendetta which gives many more decks greater flexibility when holding removal mana up especially in game 1 given how playable it is in the mainboard. There's also Veil of Summer which also deserves mention and while you may see it as a simple upgrade to Autumn's Veil , fundamentally it's not. In the event I toss a Path to Exile or Fatal Push at a Pestermite and the Twin player responds with a Dispel , or as you suggested a Dovin's Veto , if I play an Autumn's Veil (which would effectively counter either counterspell), it would be a 2-for-2 trade. I lose the kill spell and veil to remove the Twin player's combo piece and counterspell. This lukewarm outcome is the reason why Autumn's Veil saw none if any modern play as Silence typically did its job better enough to warrant a splash in white over it in most cases if such an effect was absolutely needed in sideboard. Veil of Summer surpasses both because it has a built in cantrip that turns the interaction into a 1-for-2 trade in your favor and if the interaction happens while your opponent is trying to put a Splinter Twin on the combo piece it becomes a 1-for-3 trade in your favor. Veil of Summer 's value is by no means merely replacing Autumn's Veil or Silence 's role in the format, but more accurately it's replacing the clunkier Krosan Grip and Sudden Death that were typically used against the Twin-combo instead which makes it its own unique answer against the combo in my opinion.

Two more cards that I think also deserve further assessment is Sinister Concoction and Dovin's Veto . To say Dovin's Veto is just an upgrade to Negate I think is an understatement. "This spell can't be countered" is the reason Abrupt Decay was a banger of a card at thwarting Twin's machinations and I think the fact a Dovin's Veto can stop a Splinter Twin on cast makes it good enough to be a Twin-killer too. You suggested Twin might have to go into white to run its own Dovin's Veto es and Path to Exile s but I think the fact this card can also be used against Twin may be a more compelling reason for Twin to splash green over white just to have Veil of Summer as a necessary means to put up with the combined pressure Abrupt Decay and Dovin's Veto would have in keeping Twin in check as the Veil is the only card that can universally counteract both spells. (And even so Veil of Summer isn't a 100% failsafe as it has nothing against Rending Volley .) As for Sinister Concoction , I'm not going to pretend this card sees much Modern play, but this thing is a serious contender at throwing a wrench in Twin's plans and outside of Twin it's not an unplayable removal spell either. The reason why is it works much like your explanation for why Authority of the Consuls works - you can play it turn one and your opponent has no means to remove it without splashing a third color. Now Authority of the Consuls may be the more ideal card to use over it, but if your multicolor black deck can't splash white this is your next best thing and it even has some upsides over Authority of the Consuls . Sinister Concoction may be more fragile to effects like Stifle and Tale's End or effects like Spellskite and Apostle's Blessing , but it makes up for it when enchantment removal is thrown at it, as you can crack it in response to dumpster one of your opponent's creatures, in this case most likely a combo piece, while also rendering the enchantment removal as a waste in the process. This in turn is going to make the Twin player more cautious about playing their combo pieces before drawing into enchantment removal which can potentially delay the Twin player's progress harder than an Authority of the Consuls otherwise would. And if the Twin player doesn't have an answer, you'll always crack the Sinister Concoction in response to whatever creature they'll try to enchant with Splinter Twin to inflict the most damage. Even if you're playing on the draw or you draw into the card later, much like Authority of the Consuls , Sinister Concoction also bypasses quite a couple of Twin's favorite counterspells too such as Dispel , Spell Snare and Remand which is why I think the spell has much merit as yet another Twin-hate specific sideboard card that just wasn’t available to be utilized before in the past.

Lastly, the list I put up above was something I compiled over a quick gatherer search. I wouldn’t be surprised if I missed a few cards that may be just as worthy of discussion on countering Twin as well.

Ize19 on Solaria

1 week ago

SnakeByte77 Great question, and definitely one I've given a lot of thought, since others have asked it over the years. Nothing will do quite the same job, but Glacial Fortress is an excellent budget mana fixer. As for Aether Vial , I typically use it so I can save my mana for interaction, either with Ephemerate , Stubborn Denial , Dispel , etc. So, after looking at the Modern legal mana rocks, Springleaf Drum would be my pick for a mana cheap budget mana accelerator. Thanks for the upvote, hopefully you have fun with the deck!

SnakeByte77 on Solaria

1 week ago

Let’s say you want to make this budget and not include the Flooded Strand and Aether Vial , what would you recommend to replace those?

Love the deck, +1!

sylvannos on B&R February 15 2021

1 week ago

@DuTogira: You're not really thinking about where Chrome Mox fits into the format vs. Simian Spirit Guide . Simian Spirit Guide is like an uncounterable Lotus Petal that isn't shut off by Stony Silence with the only downside being you can't recur it. Chrome Mox requires you to pitch a card and it's an artifact that has to be activated.

Where does that even fit in Modern? Cascade decks don't play it because Violent Outburst into Chrome Mox is all kinds of feel bad. Storm doesn't really want it because of the card disadvantage. You could do something stupid like Island -> Chrome Mox -> Exile red card -> Goblin Electromancer , but that leaves you with only 3 cards to try and win with (4 on your draw step). They basically have to be Gifts Ungiven , ritual, ritual, Manamorphose . If your opponent Lightning Bolt s the 2/2 or blows up the Chrome Mox , you won't be able to do anything other than cast Gifts Ungiven and pass. Griselshoal is in a similar spot, where it's already struggling to get the combo running. And Urza decks aren't even playing a full set of Mox Amber , so it's not like another mox that struggles to work because 70% of the deck is colorless is adding anything.

So where does that leave Chrome Mox ? Probably in a similar position from when it was in Extended. It gets used like another copy of Aether Vial for aggro decks or another mana rock for midrange. The most likely places you'd see Chrome Mox are in decks like D&T, Infect, Fish, Ponza, and the odd combo deck like Oops! All Spells or Griselshoal.

I'm just speculating and obviously I can be wrong. I think, though, that a more serious question needs to be had regarding Modern's banlist. If we can unban Jace, the Mind Sculptor and Bitterblossom , maybe we need to reevaluate what cards are problematic and what cards are on there because they were too good in Standard, Extended, or previous versions of Modern. We also need to consider which cards are causing other cards to get banned, Urza, Lord High Artificer or Ancient Stirrings being good examples.

legendofa on New hubs to be added

2 weeks ago

WestNileWerewolf Just added a Wheels hub.

TheBlackDragon0 Do you have something specific in mind for ETB? That's a broad name, and most interactions I can think of would be covered by Blink or a tribal selection.

TheRoaringRegisaur I added a Toughness Matters hub recently, so you should be good there. Chroma and Devotion should both be selectable from the ability keywords/tribal lists under the hub drop-down menu. "Alternate cast" is too broad and vague; I worry that any deck that has As Foretold or Aether Vial or whatever would end up there. If Vega, the Watcher ends up as a major archetypes, I'll take another look.

Icbrgr I dropped the Cruel Control hub for two reasons. First, as Femme_Fatale said, it's not a player in any major archetypes at this point, and I removed a lot of hubs that were major players for only a single Standard season. Second, the hub was being misused by all sorts of punishing control decks, regardless of colors or card inclusion. Abzan Prison might be cruel and controlling, but it's not Cruel Control.

Lionhearted1 There's a Snow hub available, so go for it.

LeaPlath on Cards that are good for …

3 weeks ago

I mean this is a situation where ya need to have a type in mind. In UG you have Merfolk (need Aether Vial tho). If you want to add RW to UG got Slivers.

There are no enchantments that see play in modern that help with this tho. People tend to go for creatures because they are both bodies to recieve buffs and easier to ensure they enter play (Aether Vial. Cavern etc).

Like in Modern the game can end turn 3-4 and castng a card that doesnt impact the board or apply pressure is not a good plan.

sergiodelrio on Card creation challenge

1 month ago

kpres completely broken with Aether Vial

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