Aetherflux Reservoir

Aetherflux Reservoir

Artifact

Whenever you cast a spell, you gain 1 life for each spell you've cast this turn.

Pay 50 life: Aetherfux Reservoir deals 50 damage to target creature or player.

Latest Decks as Commander

Aetherflux Reservoir Discussion

multimedia on Chainer Nightmare Reanimator

1 day ago

Hey, if you're wanting to take your deck into 8 or more power level (PL) then you really need to decide how you want to win the game? At 8 PL or higher to win infinite combos are the way to go. Chainer doesn't need to be a piece of the combo, his discard can be an enabler. Since Chainer cares about creatures then using combos that involve creatures is best.

Some creatures to play for combos: Worldgorger Dragon, Mikaeus, the Unhallowed, Kiki-Jiki, Mirror Breaker, Gravecrawler, Blood Artist, Zulaport Cutthroat, Walking Ballista, Murderous Redcap, Pitiless Plunderer, Dualcaster Mage, Reassembling Skeleton.

Some enablers for combos to play: Viscera Seer, Carrion Feeder, Goblin Bombardment, Altar of Dementia, Phyrexian Altar, Ashnod's Altar, Animate Dead, Dance of the Dead, Necromancy, Twinflame or Heat Shimmer.

Some win conditions for the combos: Blood Artist, Zulaport Cutthroat, Walking Ballista, Murderous Redcap, Zealous Conscripts, Gray Merchant of Asphodel, Dualcaster Mage, Purphoros, God of the Forge, Mayhem Devil, Goblin Bombardment, Bontu's Monument, Aetherflux Reservoir, Sunscorched Desert, Impact Tremors, Cut / Ribbons(Ribbions), Torment of Hailfire.

Some cards to play to protect combo: Deflecting Swat, Tibalt's Trickery, Pyroblast, Red Elemental Blast, Dualcaster Mage, Reverberate.


Beyond combos some other good creatures to play: Dockside Extortionist, Magus of the Wheel, K'rrik, Son of Yawgmoth, Crypt Ghast, Plaguecrafter, Dualcaster Mage.

Expanding on loot can help to draw and get creatures faster into your graveyard: Buried Alive, Magus of the Wheel, Cathartic Reunion, Thrill of Possibility, Tormenting Voice, Azra Oddsmaker, Sire Of Insanity, Seize the Spoils.

Expanding on fast mana and/or big mana producers helps to have more mana to cast more spells which can assemble combos faster: Dockside Extortionist, K'rrik, Son of Yawgmoth, Crypt Ghast, Mana Crypt, Dark Ritual, Rite of Flame, Cabal Ritual, Burnt Offering, Sacrifice.

If you're interested in any of these suggestions then I offer more advice in another comment that includes further explaining the combos, more card advice as well as cuts to consider.

Good luck with your deck.

brandonplaysmagic on Need a home for my …

5 days ago

A combo of Sidar Kondo of Jamuraa and Ikra Shidiqi, the Usurper could be fun for this! I had one that focused on life gain/tokens. Suit them all up with lifelink, cast your commanders to make them unblockable, and then swing out and double your life gain. Have your Soul Warden and Essence Warden to gain life with all those ETB triggers from the tokens, then throw in an Aetherflux Reservoir for extra power and a way to hose everyone down. What a super fun card though, no wonder it’s a favorite!

ObIviom on Your Favorite Plays

1 week ago

One of my favorite plays of all time, I was playing with my friends, I had this super sick Memnarch deck, Most games I would slam down double, triple mana, and use that to combo off, well this was one of those games. I landed Planar Bridge and Unwinding Clock, tutored out a Mycosynth Lattice, and Padeem, Consul of Innovation and was feeling really good, hard to stop me at this point. So then I tried to tutor out Darksteel Forge to really make it impossible to stop my reign of terror. My friend responded with a well timed Emergence Zone activation into Vandalblast. My heart sunk sooo hard. My mind was racing, how could I get out of this? Well, That game had tons of interaction, I think i spent all off my counterspells already. I had no clue, So I counted all of my cards in graveyard, and thankfully, Since i knew my deck really well, I knew I had one more counterspell left. I managed to dig really hard with instant speed cantrips, to find my last counterspell, Arcane Denial.

I had dug down to the last few cards in my deck, I had finite mana, finiite spells, and just a dream, and I managed to get it. It was absolutely beautiful, and my playgroup still talks about it years later.

More recently, I was playing cEDH and was against a Grolnok, the Omnivore deck, I landed a Dauthi Voidwalker to keep the frog from activating a Hermit Druid they had, that player managed to bounce the Dauthi next turn, and activated the Druid. Everybody thought we were dead to Thassa's Oracle, but I pulled out my secret weapon. Scout's Warning to flash in Dauthi Voidwalker, to steal the frog's entire deck, just to use a Command Tower with a void counter on it, as my last land needed to win with Aetherflux Reservoir + Bolas's Citadel + Sensei's Divining Top

RNR_Gaming on Tribal Vampires Help Wanted

1 week ago

A Sensei's Divining Top and Aetherflux Reservoir opens up more combo lines and are both just great on their own.

ClockworkSwordfish on Criminally Underplayed EDH Gems

3 weeks ago

No shortage of 'em, that's for sure...

Hull Breach: The same card advantage of Return to Dust and at the same speed... but for half the mana. It's a common, too. How this two-for-one superstar was ever forgotten was beyond me!

Blood Frenzy: Mono-Red is somewhat lacking in hard removal. Sure it can throw direct damage at creatures, but EDH is the world of big plays, and sometimes a fattie will come along who is simply too big to burn. Blood Frenzy can kill any attacking or blocking creature for just two mana - while coming with a free Scorching Missile! This type of card takes advantage of the multiplayer format that EDH often is: If Player A attacks Player B with a big creature, you can use Blood Frenzy to make the creature hit Player B for four more points while conveniently disposing of it right after. Whoops, you just did Doom Blade better than black could ever dream of.

Aftershock: Blood Frenzy is cheap and powerful but a little specific in what it can target. Aftershock can flat-out destroy any permanent of the three most common types with no restrictions! This kind of versatility at four mana comes with the acceptable caveat of 3 life, which is a pittance when you start with 40. If you're making a mono-red deck, the flexibility of Aftershock should make it a staple.

Repopulate: Graveyard hate for decks without access to black - and it's an instant, so you don't lose the element of surprise like if you run artifact solutions. It can also fight against milling effects if you're desperate. Don't need graveyard hate? Hey, you can just cycle it away for something else!

Kill Switch: Playing a colour that can't deal with artifacts? Crank this guy every turn and you'll shut them all down! A Blightsteel Colossus is only scary if it can move. You can even still use mana rocks and attack with artifact creatures on your turn, then activate Kill Switch afterwards to keep anyone else from having access to their own trinkets.

Duskmantle, House of Shadow: Does anyone in your playgroup run Cruel, Enlightened, Mystical, Personal, Sylvan, Vampiric or Worldly Tutor? How about Harbingers, Volrath's Stronghold or Momir Vig? It can be comforting to have an anti-tutor just sitting in play, making mana when you don't need it.

Mitotic Manipulation: Monoblue can't do mana acceleration, right? Under most circumstances, Mitotic Manipulation is three mana to put an Island into play untapped - last I checked, that's better than the ever-popular Wayfarer's Bauble. Plus, once in a while you might get to pull out a Sol Ring, Gilded Lotus or other format staple if one of your opponents already has theirs.

Coalition Honor Guard: Long before Spellskite was zooming the toys away from Boggles decks, this unassuming common was doing the same. The Honor Guard is a nightmare for any Voltron-style deck that leans heavily into auras, including the common Zur and Uril builds. It also soaks up removal that would be pointed at key cards, such as your own commander.

Warping Wail: This counterspell can be played in any colour and even has some other modes. Any EDH deck without access to blue can still run this to prevent untimely board wipes, extra turns, and plenty of game-ending cards: Debt to the Deathless, Exsanguinate, Finale of Devastation, Genesis Wave, Insurrection, Rise of the Dark Realms, Torment of Hailfire... any number of effects you never want to see your opponent resolve.

Heat Shimmer: This mundane-sounding sorcery can do some heavy lifting, particularly in a colour pie as shallow as red's. Shimmer allows you to bring the heat by copying not only the best comes-into-play trigger on the field, but also any fun triggers from attacking, dealing damage, and so on. This can be a roundabout way for red to ramp, draw cards or borrow the nasty abilities of Resolute Archangel, Terastodon and other off-colour haymakers. Don't forget you can also get a permanent copy of your token if you Populate it before it's gone.

Bind: The best cards are often not only powerful but completely unexpected. Green isn't exactly known for its countering, but this cheap cantrip lets any mono-green deck stop combos, hose Strip Mine/Ghost Quarter, prevent a planeswalker ultimate or turn Aetherflux Reservoir into a losing proposition. All this for two mana and it even replaces itself!

Arena of the Ancients: We all know Karakas is banned for hosing commanders too hard, but the Arena does a decent impression and is still fair game. This cheap artifact can tap down even commanders with hexproof or vigilance and keeps them locked down - especially useful for colours that don't typically have strong control options, like black and/or red. It's another easy answer to voltron commanders.

Righteous Aura: This card doesn't read as too impressive, but performs a lot better than you might think. 2 life is a pittance in the face of some of the steroid monsters you'll see in any given EDH game, and it allows you to ignore Commander damage entirely as well as any other non-creature or even non-permanent threats that might take a chunk out of you. Best of all, it doesn't even target, allowing it to bypass hexproof, shroud and protection.

I_drank_your_milk on Shadowborn Apostle Combo

1 month ago

metalflame I play this deck on MTGO, so imperial seal is actually not very expensive at all. If I were going to play this in paper I would definitely replace that with something else.

Thrumming Stone actually does work with Bontu's Monument and Aetherflux Reservoir, as play is just an old term for cast.

The reason for 40 Shadowborn Apostle is so that I can consistently hit at least one off of Thrumming Stone when comboing off, fewer than 40 means the deck would be much less consistent. Also, excess copies can be played in the hope of getting up to six to find Rune-Scarred Demon or can be sacrificed to Ayara to draw cards, so it is not too big of a deal to have 40 of them.

Finally, thank you so much for the suggestion of Plague of Vermin, that card seems extremely good and I will definitely be testing it.

Rocko822 on Orvar CEDH

1 month ago

Im surprised I haven't seen it mentioned, Aetherflux Reservoir.... Need I say more?

zAzen7977 on K'rrik Shadow Storm - Primer (Turbo Stone)

1 month ago

It’s really tough to choose what I’d cut for more removal, but you have a few flex spots. It’s also meta-dependent.

Collective Brutality is my first choice to swap for Deadly Rollick. I get the life gain and discard, but I’d rather exile a creature for free.

Plunge into Darkness can be useful, but the first mode requires creatures to sac, and the second costs life, which is already precious enough, and exiles your own cards while searching. I’d rather run Damnation as a back-up creature sweeper, since Toxic Deluge is so life-intensive and sometimes I want a choice between the two.

Zombie Infestation is an occasional win-con but is weak on its own, I would swap it for Font of Agonies. Font is a nightmare for creature-heavy decks, allowing you to lock-down the board until an opponent removes it. As an alternative, Oubliette with K’rrik costs only 1 mana and is pretty nasty too. Or Baleful Mastery or Murderous Rider, since you aren’t running any Planeswalker removal.

Personally I’m not a fan of Skirge Familiar, it’s expensive at 4 mana (with K’rrik) and it’s usefulness depends on cards in hand. I’d rather run Bolas's Citadel (3 mana with K’rrik), which can combo off by itself, plus I can complete the infinite combo with Sensei's Divining Top and Aetherflux Reservoir.

I’m not a big fan of Torment of Hailfire either. You need lots of mana to pull it off and it’s a dead card during early turns. I’d rather run Soul-Guide Lantern for one-sided graveyard hate, since I don’t see any in the deck. Plus you can search for it with Urza's Saga.

These are nitpicky suggestions, just food for thought :)

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