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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Aetherstorm Roc
Creature — Bird
Flying
Whenever Aetherstorm Roc or another creature enters the battlefield under your control, you get (an energy counter).
Whenever Aetherstorm Roc attacks, you may pay . If you do, put a +1/+1 counter on it and tap up to one target creature defending player controls.
SithLord on Birb Storm
1 year ago
There are very few birds to be found here. Odd, because this is a tribal bird theme deck. You aren't even running Maskwood Nexus or Arcane Adaptation
So here are some birds I found that would be fun to play:
Aven Brigadier !!!!!
Whippoorwill an exile for so little the cost
Storm Crow why isn't this here?
Spire Owl cheap, but nice
Sephara, Sky's Blade this hits the field by turn 4 for 1 white mana!
Ledger Shredder badass name and badass ability
Cartographer's Hawk a fun card that empties your deck of plains
Flurry of Wings and Settle the Wreckage There is so much fun to be had
Ishai, Ojutai Dragonspeaker_ look at this scawwwwww _ Warden of Evos Isle not needed, but nice for making 5 mana birds cost less
Empyrean Eagle lord
Kangee, Sky Warden all it takes is one 1/1 bird token to scwwwaaa
Kangee, Aerie Keeper you can't run one bird and not have any feathers ay?
Shabraz, the Skyshark its a sharknado
Wingmate Roc the best wingman
High Sentinels of Arashin use your mana ramp to buff your army
Nimble Obstructionist _a tale's end _
Emeria Angel dude
multimedia on Stomping Counters
2 years ago
Hey, I saw your forum topic asking for help.
The manabase and ramp/color fixing could use some tweaking, but more draw is really what your deck needs. That's the area of your deck to consider spending some on for improvements.
- Mentor of the Meek --> Aggressive Mammoth
- Welcoming Vampire --> Mowu, Loyal Companion
- Ripjaw Raptor --> Aetherstorm Roc
- Idol of Oblivion --> Woodland Mystic
- Return of the Wildspeaker --> Leyline of Abundance
- Shamanic Revelation --> Renata, Called to the Hunt
- Harmonize --> Arcus Acolyte
I choose these cards as suggested cuts because you have better cards that do the same or similar effects. More draw especially repeatable draw sources replacing some of this redundancy could help gameplay.
The manabase is overall good except the amount of Forests, which is too many. The ratio of color sources in the manabase is 28 green:16 white:16 red. 28 green is almost double amount of another color which is a little much. Forests are important, you want them as most lands, but I don't think you need 12 of them. Green one drop mana dorks are good, but I don't think only three of them are enough to play so many Forests to hinder the other colors in the chance that you have one in your opening hand with a Forest. Crop Rotation can get any land by sacing a Forest.
Some manabase problems are 12 Forests, the Slow Fetch lands, Aether Hub, Arctic Treeline and Highland Forest. 12 Forest reduces the color fixing from lands too much. Grasslands, Krosan Verge, Mountain Valley are too slow for what they do and are not needed because you have Marsh Flats and Windswept Heath.
Aether Hub is relying too much on three cards that proliferate or Aetherstorm Roc. Consistently Hub won't have enough energy to make colored mana. Arctic Treeline and Highland Forest are nice that they have basic land types, but you don't really need them because you have Shocks and Tangos.
Consider cutting some basic Forests for more budget lands that can make green or another color?
- Crop Rotation --> Aether Hub
- Exotic Orchard --> 1x Forest
- Path of Ancestry --> 1x Forest
- Jungle Shrine --> 1x Forest
- Game Trail --> 1x Forest
- Fortified Village --> 1x Forest
- Battlefield Forge --> Krosan Verge
- Naya Panorama --> Grasslands
- Opal Palace --> Mountain Valley
Making these lands changes can balance the ratio of color sources to 26 G:20 W:20 R. This balance keeps the amount of green close to what you have currently while increasing the amount of white and red. Of course most of these are the least expensive price playable lands that you could add. There's many others that are more price/better lands.
Good luck with your deck.
QuantumSkies on The aether is strong with this one (budget energy)
5 years ago
I would first hone in on a theme (probably creature beatdown) and not have a Electrostatic Pummeler, Aetherworks Marvel, and creature beatdown mix. I would do that by removing Electrostatic Pummeler and definitely Aetherworks Marvel to bring the good cards (possibly Bristling Hydra, Walking Ballista, or Jadelight Ranger) to 4 copies. I would, at least, put Aetherstorm Roc down to 2 and not have 4 of both Highspire Infusion and Larger Than Life because you need established board presence (which is not always a guarantee) for them to not be dead cards. As for lands, Scattered Groves, Sunpetal Grove, Shefet Dunes, and maybe even Arch of Orazca are viable. Verdurous Gearhulk and especially Angel of Invention are really good in this deck, as opposed to the hard-to-cast Aetherwind Basker.
djnewellmit on Dino Gruel
6 years ago
Took this deck to FNM last night and finished 2-2, which I am pretty satisfied with for a home brew.
Lost the first match (0-2 in games) against blue/black control as I wasn't able to land my threats around the opponent's counter-magic and removal.
Lost the second match (1-2 in games) against a BGw Constrictor deck; the white splash was for Aethergeode Miner and Aetherstorm Roc. The Miner proved a pretty good chump blocker against the likes of Rhonas the Indomitable, although the trample creatures fared a little better. The games were hard fought, especially when I was able to give lifelink and trample to Rhonas.
Won my third round (2-1 in games) against a WBg tokens deck, mainly due to the opponent being land screwed and flooded in the 2nd and 3rd games, respectively.
Fourth and final round was an easy victory against a clunky RB pirate aggro deck that didn't really have any aggro.
Beio53 on
6 years ago
I like what youre trying to do here bmagicguy. Lifelink is a pretty solid strategy right now because fast aggrieved decks are super popular. So if you want this build to work I would suggest having a lot of small, maybe high toughness creatures with lifelink to flood the board and block with. Drawing cards is also good so something like Shapers' Sanctuary will deter opponents removal and draw for you. Green and white allows you to be pretty tricksy with untapping and protection. So if you want to survive to the point with your herald you could maybe add things like Glory-Bound Initiate for lifegain, or Ranging Raptors and Ripjaw Raptor for card draw and ramp. Cards like Prepare give you a surprise big lifelink blocker after your opponents attack you then you can use the back half of it to fight a creature with something you want to take damage like your raptors! Aerial Responder is great, but Im not sold on Aetherstorm Roc, maybe its a place to put in raptors. Exemplar of Strength, Inspiring Cleric and Bishop's Soldier CAN be good but I dont think its the build youre going for so the glory bounds could go there. Majestic Myriarch is awesome with all your lifelinkers but Id suggest putting in some more creatures with valuable keywords. Adorned Pouncer will give it double strike and you can bring it back on turn 5 as a 4/4 double strike! As a finisher, in case you dont get Victory's Herald, theres Appeal which basically lets you swing in for a huge attack unblocked if you pair the cards together and you can still block any attacks on the next turn. But I love green white in standard and if you have any questions or ideas feel free to speak up! Hope Ive given you some ideas
adamjm on 4 color energy (WRUG) post-ban
6 years ago
very true considering Aethergeode Miner sort of replace the Longtusk Cub spot in terms of aggression and energy production, since that and Aetherstorm Roc instead of Bristling Hydra i basically forgo the threats for the infinite combo so i usually wont play them until i can almost set it up rather than grind out an early win with the normal energy creatures. while it doesnt hurt to get him out turn 2 most games im mostly interested in getting out a mana dork on 2 to ramp into the colors i need since im running 7 and 16 land sources can produce or get green that is the major color i want for turn 2. I do appreciate the feedback though and it can be an issue having the white when the dorks get removed early on though.
jon.grimes893 on 4 color energy (WRUG) post-ban
6 years ago
While I don't mind splashing white for Cast Out, considering your mana base and attunes, I dislike the idea of running the 3 Aethergeode Miner. Ideally, you'd like them out ASAP to generate energy. That being said, you wont always have access to white mana turn 2. Aetherstorm Roc seems a little weak in general so I'd look for a replacement.
chrclgry on Is It Wrong to Flash Miners?
6 years ago
Then:Turn 1 - Attune with Aether for additional energy so to protect the miner before the comboTurn 2 - Aethergeode MinerTurn 3 - Dynavolt TowerTurn 4 - Aetherstorm RocTurn 5 - Paradox Engine then combo for the win
Just a possible way to win in "Ultimate Christmas Land"
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