Aetheric Amplifier

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Aetheric Amplifier

Artifact

: Add one mana of any colour.

, symbol:tap: Choose one. Activate this ability only as a sorcery.

  • Double the number of each kind of counter on target permanent.
  • Double the number of each kind of counter you have.

kryophyre on Riku Of Two

3 weeks ago

What's the main game plan of the deck, if you had to summarize it in 3 sentences or less? Cause I'm seeing a handful of half-ideas that are likely to result in some games where everything comes together, and other games where you end up with the halves of 3 different win conditions without closing any of them out.

One example of this being Aetheric Amplifier and Doubling Season. Only about 6 other cards in the deck seem to interact with counters. And while Doubling Season also doubles the tokens you get from Riku, you could run Parallel Lives which has the potential to curve better into Riku.

A general rule I follow, is that any synergy piece (Or card that doesn't do anything without something else to activate/trigger/synergize-with it) MUST work with AT LEAST ~25 other cards in the deck. Otherwise, in about 2/3 of games, it's just going to be a dead card. If it works with the commander I can let that number be a little lower if it's really strong. But an important part of any deck is to think about how it works if the commander gets permanently/repeated removed, stolen, or Frogify'd.

Another important thing about Riku is, they take a lot of mana to function. In order to use their ability, every spell you want to copy essentially costs 2 more. So look at which targets you're planning to copy and consider how much mana you're really gonna need to pull off your plan.

An average deck template suggests about 10 pieces of ramp. Your deck currently has about 7, and a lot of them cost more than 2-3 mana. So you're already running less ramp, that ramp is fairly costly, and you have a very mana-hungry commander.

Your mana curve is really heavy in 4-5 cost spells, and that's a tough place to be if you ever want to cast more than 1 spell a turn. Even more so if you want to copy anything with Riku.

And just in case you don't know, I don't think you can copy Apocalypse Hydra with Riku. Or, you can, but the token will enter with 0 counters on it and die immediately. If that wasn't you plan, then ignore this, but either way, I'd suggest removing Apocalypse Hydra and Atarka, World Render. With no other dragons in the deck, Atarka is just a big trampler and you're better off using a cheaper one that you can actually make copies of.

I hope this was helpful!

Svinstvo on

7 months ago

So I did the revisions based on everything we talked about lately and came out with this:

Sandbox - Ramos test

I did throw away the Ancient den and Thoroughfare. I added different lands so now they produce 38 mana total instead of 36 and I added Aetheric Amplifier on top as a source of any color instead of Thoroughfare plus it doubles counters. I ditched all the modular cards and the cards I was not sure about and added some of the suggested cards plus some of my own from my maybeboard/sideboard. And I squeezed in the tutors I have. Despite this all the Competetive meter thinks it is even more casual now than before despite the tutors and hopefully better synergy.

Can someone please look at it and say if it is indeed better than what I have currently? Or if I should swap something more?

I do miss Doubling Season as it fits the core of my deck perfectly and would be probably the best card to add. But it costs more than half of my entire deck together. Plus it would be just removed every game by opponents I guess.