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Format | Legality |
1v1 Commander | Legal |
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Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
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Pauper Duel Commander | Legal |
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Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Air Elemental
Creature — Elemental
Flying (This creature can't be blocked except by creatures with flying or reach.)
Idoneity on How do you evaluate split …
1 week ago
When I was initially introduced into the game of Magic, I was taught to evaluate cards based on how much mana they demanded before they did their thing. Air Elemental costs five mana, Brimaz costs three, and Tower of Fortunes costs twelve.
Tower of Fortunes is an undoubtedly terrible card, but it isn't twelve mana; it's eight and then four. Burnished Hart is readily dismissed as "six mana ramp" despite its desired effect being split across its cast and activation.
I have been re-evaluating how I perceive cards with split costs, as the typical intuition of adding it all together hasn't exactly felt accurate. This intuition neglects the fact that cards often take their time over the course of the game. It has moreover led to many cards being naturally excluded from any consideration in the first place. As for a card I (and many others) have come around on, I initially dismissed Wayfarer's Bauble as three-mana ramp and never bothered to try it. I now consider it s staple in non-green commander lists.
Personally, I don't think the additive measure of cost is fluid enough for the game of Magic. There is too much going on for it to be quantified by a single number. I've been using cumulative mana across turns to consider costs in a way that feels more fluid. (Turn one provides one mana, turn two brings that to three mana, turn three brings it to six mana, etc...) This feels better but still imperfect.
How do you evaluate split costs? Do you think that the additive system is good enough as it or do we need something more fluid to more accurately measure a card's power? What do you think?
seshiro_of_the_orochi on the flood
3 weeks ago
That looks a lot better now. I can see the amount of thought you've put into the changes. Good job! Just a reminder regarding Yorion: If you don't go to 80 cards, he won't work here, but that's fine.
As you seem to want to go the energy route, some more sources of energy might still be needed. Glimmer of Genius and Tune the Narrative might be good choices. For cards to cut, how about this:
In:
Out:
4x Bone to Ash
With these changes, you'll get to 60 cards, while still adding seven more ways to get energy. You'll keep your draw power, and having eight counter spells and eight bouncers seems like a good place to be. Finally, you'll still have Sleep to stall out a little longer. Thoughts?
ChickenBoy13 on Card creation challenge
3 years ago
Call of the Air 3 U U
Sorcery
Search outside the game in exile for any number of cards named Air Elemental and create a token copy of each of them.
Cycling U U
When you cycle ~ Search outside the game or in exile for a card named Air Elemental and create a token copy of it.
Make a card that reads "each player...(insert anything) loses the game"
kpres on Card creation challenge
3 years ago
The challenge should say "Search outside the game or in exile for a card named Air Elemental and create a token copy of it", except "Air Elemental" can be any basic common or uncommon permanent card you choose.
kpres on Card creation challenge
3 years ago
Prime Speaker Jace
Legendary Planeswalker - Jace
+1: Look at the top 3 cards of your library. Reveal any number of creature cards and put them into your hand. Put the rest on the top or bottom of your library.
-2: You may cast an instant or sorcery card from your hand if its mana cost is less than or equal to the number of +1/+1 counters among creatures you control.
: Jace becomes a 3/5 Human Wizard Mutant creature with Hexproof, Reach, and "This creature gets +1/+1 for each loyalty counter on it". (Jace is no longer a planeswalker, but his loyalty abilities can still be used.)
Starting loyalty: 2
There, that's my take on a Mutate planeswalker. I think it works, according to the rules of the game. It even has a story aspect to it... See Prime Speaker Zegana and Prime Speaker Vannifar.
Create a permanent card with a repeatable ability that says "Search outside the game in exile for a card named Air Elemental and create a token copy of it". Except Air Elemental can be any common or uncommon artifact, creature, land, etc. that you choose.
TheVectornaut on Blue Green Something
4 years ago
I love taking a pile of cards and seeing what you can turn it into! I don't know which cards you have or what budget you have for acquiring new ones, but I'll list some cheap suggestions I have for a variety of archetypes you could pursue.
1) Simic ramp: Already goes well with Air Elemental, Archetype of Endurance, Oakgnarl Warrior, Overgrown Battlement, Yavimaya Wurm, Simic Keyrune. Some inclusions might be Llanowar Elves, Axebane Guardian, Coiling Oracle, Maraleaf Pixie, Beanstalk Giant, Terra Stomper, Lorthos, the Tidemaker. The goal is to accelerate into big threats.
2) U/G unblockable: Already goes well with Marang River Prowler, Downpour, Giant Growth, Might of the Masses, Aqueous Form, Coastal Piracy, Turntimber Grove. Some inclusions might be Curious Obsession, Daring Saboteur, Mist-Syndicate Naga, Ohran Viper, Trygon Predator, Distortion Strike. The goal is to get value from hitting with unblocked creatures.
3) U/G tempo/control: Already goes well with Breaching Hippocamp, Cloaked Siren, Mist Raven, Fog, Negate, Unsummon, Voyage's End, Claustrophobia. Some inclusions might be Vapor Snag, Dissolve, Mana Leak, AEtherling, Delver of Secrets Flip, Devastation Tide. The goal is to deny the opponent their things while playing tricky threats of your own.
I also see cards in here that could work with mono green Assault Formation, simic +1/+1 synergy, or flying tribal, so you have a lot of options. As a sidenote, I'd also recommend upping your land count to about 24 while you have so many 5+ cost cards in the deck. Anyway, good luck!
kpres on Richard Garfield Ph.D
4 years ago
Hi Friends,
I built an EDH deck a couple of years ago with Richard Garfield, Ph.D. as the commander. My deckbuilding challenge was to use the worst blue cards and artifacts -- cards as irrelevant as Balduvian Shaman and Delif's Cone. The idea is that when he is not in play, the deck is completely useless, but as soon as you get him onto the battlefield, suddenly your Dark Sphere becomes Pact of Negation and your Air Elemental becomes Dream Halls.
In theory, the deck was absolutely nuts, but I ended up playing it once, getting frustrated, and taking it apart. The reason was that I wasted too much time during the game on looking up cards in Gatherer and writing things down on sticky notes. It was terrible! No fun for anyone.
Just recently, I had an idea that I could prepare for any game by printing proxies on cards I planned to play. I could have little slips of paper that go in front of the card so that everyone knows my Ornithopter has become a Black Lotus.
Has anyone else built a deck with Richard Garfield and has some thoughts to share? I'm looking forward to putting it back together and getting a proxy-board together.
Thank you,
By the way, I recently learned how to search Gatherer for specific mana costs. This is highly relevant for deck building with this commander. In the "Mana Cost" field, you can type m/3uu/ to search for ; e.g. https://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&mana=+=[m/3uu/]
burferking on Moon art cards for Princess …
5 years ago
Fifth Edition expansion: Foxfire Hipparion Mons's Goblin Raiders Time Elemental Weakness
Debatable: Air Elemental
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