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.

Latest Decks as Commander

Aether Vial Discussion

zAzen7977 on AETHERIC SWARM - Vial Zombie Tribal [MID]

6 days ago

FlamingHail, thank you very much for the detailed comment. I know what you mean about Bone Shards. Once I test Eaten Alive I may discover that I want Shards instead for the extra discard. Eaten Alive helps mostly for indestructible critters like the germ with Kaldra Compleat. But the flavor for Eaten Alive is spot on! ;)

Also I believe you are slightly mistaken with how Geralf's Messenger and Plague Belcher interact. Regardless if I choose to sacrifice Messenger first with Feeder or target it first with Belcher, the outcome will be the same. Below is a slightly different analysis, where I sac Messenger first before I play Belchers. In my original write up, I play Belchers first and then sac Messenger to Feeder after. Regardless, that’s still at least 25 life loss by the end of the turn. To anyone reading this, if I’m missing something big, please let me know.

“I must play Aether Vial on turn 1, followed by Carrion Feeder on turn 2. Next comes Geralf's Messenger on turn 3 (opponent loses 2 life).

Then on turn 4, I sac Messenger to Feeder and Messenger returns with +1/+1 counter (opponent loses 2 life). I then use Vial to cheat-in Plague Belcher, targeting Messenger with the -1/-1 counters, removing its +1/+1 counter. Then I sac Messenger to Feeder (opponent loses 1 life with Belcher). Messenger returns with +1/+1 counter (opponent loses more 2 life - 7 total so far).

I then hard-cast another Belcher targeting Messenger, removing Messenger’s +1/+1 counters. I then sac Messenger to Feeder (2 life loss from Belchers and 2 more when Messenger returns - 11 total).

I then sac Messenger to Feeder again when Messenger returns with +1/+1 counter (2 life loss from Belchers, 2 more when Messenger returns, 15 total).

I can then cast Unearth to return Messenger to play (2 life loss). I then sac Messenger to Feeder and again when it returns with undying (2 life loss from Belchers, 2 more when Messenger returns, 2 more from Belchers - 23 total).

Finally, I sacrifice Carrion Feeder to itself (2 life loss from Belchers).

In total I have drained 25 life from the opponent by the end of my fourth turn.“

Oof_Magic on What’s your “dick move” moment?

2 weeks ago

As a Prison player, salt and ‘dick moves’ are a workplace hazard.

1) In response to a turn 1 Island into Aether Vial I played a Pithing Needle on Vial. That agitated the opponent but he scoffed and folded to a turn 3 Ghostly Prison. Game 2 went a bit longer but Sphere of Safety drew out a toss of the hands and a salty scoop. Not so much a story of a ‘dick move’ but lots of scoffing, eye-rolling, and shrugging.

2) Same deck going against Grishoalbrand. They went for a turn 1 Faithless Looting (back when it was legal). I saw enough to respond with a turn 1 Pithing Needle on Griselbrand. He stated that that ‘wasn’t how the deck wins’. Mkay. He managed to reanimate Griselbrand on turn 2 with Goryo's Vengeance. I responded with Runed Halo on Griseldaddy. I never got to find out how his deck wins. I’m my experience, whether it’s myself or my opponent, one player allows the other to dig their own grave. I don’t know whether he was trying to be condescending or throw me off my mental game but I had never had anyone give live commentary on my play.

3) Same deck against Bogles. I don’t want to dismiss this player but I wonder how locked into a solitaire mindset Bogles players find themselves in. I don’t recall the whole game as it had been years but I know I was 2-2 paired up against a 4-0 so perhaps this player thought they were sailing to an undefeated finish? They would be denied by what had to be the most interactive opponent they had on the night. They learned the hard way that Runed Halo and Porphyry Nodes in fact do not target. They stuck around long enough in game 1 to see a win-condition and then just folded game 2 after getting shut out by Sphere of Safety. They weren’t super salty but I had had a judge called over so many times in a game. I think they were just put out that a middling record stuck around long enough to knock them off an undefeated perch and likely top prize over a split. With a middling record, I got nothing but practice. Was that a ‘dick move’ on my part?

osiczym on Selesnya Slivers

3 weeks ago

Since you have 23/30 creatures at cost = 2, Aether Vial will work very well. Plus I also use Lead the Stampede in my sliver deck for situations when I run out of creatures in my hand (which with vial may happen pretty fast sometimes).

Additionally I find Bonescythe Sliver as one of the best slivers ever.

I would also exchange Krosan Grip for Harmonic Sliver in sideboard. Always better to have sliver with the ability than a spell ;)

Valengeta on Xenomorphic Expanse

4 weeks ago

rb701 yes there are a lot of fun Slivers out there besides the ones on my list, however I'm trying to have the cheapest mana curve possible. Anything higher than 2-3 compromises Return to the Ranks, Collected Company and Aether Vial.

I like Door of Destinies but here I have cheat-into-play mechanics which hinder stacking counters on it. On some matches it might be good but on others Shared Animosity might fare better. Still I'm thinking of getting rid of it anyway to give room to Lead the Stampede for more Sliver spam

Daveslab2022 on Azorius Spirits - Modern

4 weeks ago

I’ve been playing my buddies Bant Spirits list. The only real difference is Collected Company over Aether Vial. We tested both extensively and found that the Aether Vial build, while on average an entire turn faster, runs out of gas more quickly against the control and midrange matchups. Basically anything with lots of removal, we wanted Collected Company instead of Vial.

I’ve seen people suggest Skyclave Apparition and I do add onto the call for that…. In the sideboard. There aren’t a lot of things you absolutely need to remove, the only main thing I can think of that would be a problem would be Teferi, Time Raveler. But since you’re playing the Aether Vial version, you’re not as weak to him as my Bant list is. So it really just depends.

My last suggestion would be some number of Prismatic Ending, ESPECIALLY if you end up adding green. But even on its own, ending is a great answer to every 1-2 mana threat in the format.

I disagree with most other suggestions made however. You don’t need a big beater to win the game, we win through incremental advantage and going over our opponents with flying. Definitely don’t need any spots dedicated to pump spells, Leonin Sun Standard is the biggest “trap” card I’ve ever seen. I didn’t even know it existed before today, and I understand why. I can’t think of a single scenario outside of a limited format where I would want that. It’s essentially a win more card. If you’re ahead it’s awesome, if you’re behind…. it’s absurdly bad.

Good luck! Spirits is a sweet deck and 90% of the time it feels like you’re playing legacy and your opponent is playing standard.

zapyourtumor on Soulherder Flash

1 month ago

Path to Exile isn't great in the current metagame, since you're running three colors I suggest Prismatic Ending

I'm not sure 4 Opt and 3 Remand is good when you could be running more creatures instead. Watcher for Tomorrow is a decent one to help you dig. Wall of Omens is another good draw engine that can stop aggro and walls Ragavan.

Also I think you should heavily consider Yorion, Sky Nomad as companion. Free cards are just really good, and there are definitely enough good flicker creatures in bant colors to go up to 80 cards. You could also include the Stoneforge Mystic package with the extra space to give the deck a more clear "must answer" wincon besides just generating value with etbs.

Some other creatures I think you should consider are Solitude, Endurance for sideboard grave hate, Skyclave Apparition, Noble Hierarch, Aether Vial (lets you "flash in" those non-flash creatures).

K0rt on Angels ♡ That need some help

1 month ago

Get ready for a long post. I put way to much effort into this.

Depends on what direction you want to go and how competitive you want to be. Currently, Ephemerate doesn't really give you much value for flicking your angels, meaning that it isn't worth the card it is taking up over just another angel. I see two different ways to take this deck, either leaning into Angel synergies with life gain or a Ephemerate deck.

Ephemerate decks are great, and if your looking for a budget deck for a kitchen table or low powered modern games then you can build something pretty cheaply by just looking around for cool cards on Scryfall. The issue is that if you want more than that and want a more powerful deck the creatures that work well with Ephemerate are generally really really good and become very expensive by being played loads. In competitive modern these are often 80 cards Yorion, Sky Nomad decks that run Stoneforge Mystic and Solitude as there main cards, which are very expensive. You can try something with Wall of Omens, Thraben Inspector and Charming Prince to generate value but it won't be very powerful with Stoneforge. I think if you want bang for your buck you probably want to try and build the deck around Angel's synergies, although if you want to upgrade into competitive Modern deck at some variable point in the future it is less good.

In the angel's direction, the main payoffs in Modern are being able to play Aether Vial, Resplendent Angel and Archangel of Thune which are all, presumably, out of your price range. To make a budget version you probably want to make out on Youthful Valkyrie, Speaker of the Heavens, Seraph Sanctuary and Bishop of Wings for additional synergies with Angels. You probably want to play some Serra Avenger as a cheap beater and source of Angel related triggers. Some other cards are Sephara, Sky's Blade, although with would be best with a source of tokens such as Lingering Souls and Spectral Procession and cheat it in more consistently if you want to build around it. Archangel of Tithes is greater in creature matchups if you play against them regularly and can easily win races combined with your lifegain. Angel of Invention is a 'Lord' effect that also can create chump blockers and have value if your creates all die. Honor of the Pure is a pump effect that is difficult to interact with. Starnheim Unleashed is one of the most powerful cards in standard Angels and can win games by itself.

As much as it pains me to say it as a big fan of Meld Gisela, the Broken Blade and Bruna, the Fading Light  Flip aren't really that good, either dying to the most played removal in the format like (Lightning Bolt) for no value or costing 7 mana for too little upside. The same is true for Angel of Destiny which seems like a massive win more card 90% of the time. Starnheim Aspirant seems good but considering the number of white symbols in your costs I doubt this will be legitimately save on mana enough to warrant an inclusion. With your current mana base, you only going to draw double black to cast Sign in Blood 53% of the time by turn 6 and I doubt increasing the number of tapped lands is worth the card draw. Speaking of which making out on Scoured Barrens is probably worth it alongside a couple of other dual lands of your choice, maybe Silverquill Campus if your going to be running the Firja's Retribution which I recommend as that card is very very good.

TLDR: Add good cards cut bad cards.

darkmus on Serra's Descendants, competitive Angel Tribal

1 month ago

K0rt Thanks for the in depth suggestions. Yes, is actually working quite well in the new meta, there aren't that many combo decks around now, which are our main "weakness". The Anguished Unmaking vs Vindicate thing, as said before, there are no many Heliod, Sun-Crowned around lately, so yeah, they are pretty interchangeable depending on your local meta. Urza's Saga doesn't tend to be a big problem anyway.

I play Emeria's Call  Flip in the mono white version. In tens if not hundreds of matches I think I casted it like 3 times, and it resolved 1. The thing is we rarely get to 7 lands, and when we do its against control, and by that point they always have counter spells because we have been casting our things with Aether Vial and Cavern of Souls . In the other hand I ended needing to pay 3 life for basically a plain many times. In mono white for sure put 1 in there. But in BW we have enough lands that hurt us. Archangel of Thune is a beast, she steals games out of nowhere. She's a huge finisher. Next to Righteous Valkyrie the reason we are able to win matches. She rarely ETBs and doesn't put at leas 2 +1/+1s on all our other stuff that can attack(if not 4+), that's huge immediate value. Yeah, if she's killed in that exact moment with the trigger on the stack you don't get it. But it happens like 1% of the time, and you can easily play around that playing her with vial or protecting her with Giver of Runes and Shalai, Voice of Plenty . I don't think Angel of Invention is even in the same league as her (in this deck at least).

I've tried Serra the Benevolent and is more or less the same thing as with Emeria's Call  Flip seems great but it ends up adding nothing. the +2 is worthless, we don't tend to have a ton of creatures and our early ones don't have flying. The ultimate the very rare time I got to use it was always in a win more situation in which I had a ton of life anyway. She rarely was able to -3 more than once. Easily 9 out of 10 times (if not more) she ended up just being a 4cmc Serra Angel . And by that point the deck rather have other 4cmc angels that add more, and can be made uncountable with cavern or play at instant speed with vial.

About the side yeah, that is more adaptable to everyones local meta. This thing works super well in general against tribes, basically we excel against Aggro and midrange, do well enough against control and tend to be f*** against combo. So most tribes are easy wins, with the life gain they can't race us and we fly. Elves is for sure faster than us but not a lost game by any means, the thing is I don't she them that often. But if it is a common deck in your area I'll suggest to add 2 Settle the Wreckage , if not I wouldn't add a sideboard card just for a deck which is rare and not such a big threat. The hardest tribal decks are combo goblins and the new elemental deck (that can be brutal, not as a tribal deck, but as a deck in general). Non of them are an autolose by any means, but they ere the toughest ones. Stony Silence is a great card. I had Damping Matrix in the side before and I changed it for Linvala, Keeper of Silence . But in the new meta I am totally going back to Damping Matrix which is a bit of the best of two worlds between the silence and Linvala. Selfless Spirit is another great card, I've had it on the side but I don't seem to find many board wipes lately so I took it out. There is not much control in my area ATM. But another one that goes in and out depending on the meta. The control match up is not easy but it can be grinded up with the help of cavern and vial to cast our things and Giver and Shalai to save them from dying. Also don't over commit. Tends to be a 50-50. Thanks for the great suggestions!

Load more