Aphetto Alchemist

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal

Aphetto Alchemist

Creature — Human Wizard

Tap: Untap target artifact or creature.

Morph (Blue) (You may play this face down as a 2/2 creature for (3). Turn it face up any time for its morph cost.)

CoarselyRefined on Anti Tribal-Tribal Tribal

3 months ago

I've never seen a brew quite like this before, +1.

A suggestion though, Illusionist's Bracers would allow you to abuse Aphetto Alchemist ad nauseam.

ENZU on So what are the Background …

3 months ago

being able to trigger haunted one during opponents turns in response to a wipe is very powerful. I mean haunted one is good in a combat centric deck anyway, but having a tap ability in the command zone allows you to Aphetto Alchemist or Voltaic Key/Magewright's Stone stuff basically doing +2 multiple times a turn while adding mana...that's a machine gun

Scud422 on Dynaheir Activated Abilities

5 months ago

You could also run a couple creatures that let you untap permanents such as: Aphetto Alchemist, Vizier of Tumbling Sands, Nimbleclaw Adept, Kelpie Guide, Voltaic Construct, Synod Artificer, Filigree Sages

Ridodirado on Bubblegum Crisis [PRIMER]

10 months ago

Naru Meha, Master Wizard is legendary. Are you sure that the combo n. 2 with Twinflame/Heat Shimmer works?

About combo n.4: Isochron Scepter needs 2 mana for activate, maybe you need a sol ring or two mana rocks to works. And why you need Kaza, Roil Chaser + Aphetto Alchemist for that combo?

Daedalus19876 on BtheChemist

1 year ago

You kind of caught me at a bad time, haha. Over the last few days I've been moving over to Moxfield.

In the future I'll mostly be active on that site. My Araumi lists -- budget and full power, both updated -- exist over there as well, so if you want to ask future questions I'd do it there: https://www.moxfield.com/decks/Cx0f3NJkDU203YLF6K3kqQ and https://www.moxfield.com/decks/bW0uHT957kORx7N5V1uCPA

But before I go, I can answer your questions real quickly :)

Araumi is honestly my trickiest deck to pilot. Have you read the primer in my full-power version? It helps a bit.

In the early game you want to prioritize dumping cards into graveyard -- either by self-mill, looting, or Entomb effects.

IF you can get Araumi to survive on the battlefield, everything is great: nearly all the creatures in the deck have overwhelming effects when encored. Nearly all of our "spells" (removal, ramp, etc) are on creature ETBs.

If you can't get Araumi to survive, that's fine -- in that case, you want to prioritize finding reanimation spells in hand, then assembling a combo from the cards you've milled into graveyard. This is the part where the primer is very helpful. Some common combos are Mesmeric Orb + Aphetto Alchemist, or Scholar of the Ages + any reanimation spell + Sacrifice, or Glasspool Mimic  Flip + Cavalier of Night + any sac outlet.

In response to your other question, about improving your own decks... The guiding rules that I live under are:

  1. I want to ramp as fast as I can, so I run almost zero tapped lands, and I like mana rocks which cost 2 and produce 1 and come in untapped. Similarly, draw is good, particularly repeatable effects which say "Whenever X, draw a card".
  2. Any spell which you're paying 4+ mana for should threaten to win the game very quickly, if not answered. Something like Force of Will would count as zero mana for this sort of rule, by the way.
  3. Play lots of removal, but mostly at 2 mana or less. You don't usually want to hold up huge amounts of mana for removal / interaction, because you waste those resources if you don't have a good opportunity to use the "trick" you're holding up.
  4. It's very tricky to win non-casual games via combat damage. This is because most cards are balanced for "I need to deal 20 damage to an opponent", and in Commander you have to do 120 damage instead. TLDR, combat is weak in Commander, though certain commanders can make it work.
  5. Combos and tutors are great, and help win games without paying attention to life total (thus, dodging the problem above). However, I would not run ANY card which is bad outside of a single combo. If you're building with combos, I'd try to find redundancy where you can, multiple cards which can all fill different roles and replace each other. That way, you're less vulnerable to a single point of failure!

I hope all that helps!

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