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Format | Legality |
1v1 Commander | Legal |
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Quest Magic | Legal |
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Vanguard | Legal |
Vintage | Legal |
Attune with Aether
Sorcery
Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library. You get (two energy counters).
Mindcrime88 on Jund Fast Energy
1 month ago
That's what I thought. I considered cheating it out, as well. I can say this: Attune with Aether and Voltaic Brawler are pretty good choices for an energy deck.
Here are a few suggestions: Aetherworks Marvel, Wheel of Potential, Plasma Caster, HELIOS One, Greenbelt Rampager, Glint-Sleeve Siphoner, Deadlock Trap, Dynavolt Tower, Chthonian Nightmare, Unstable Amulet, Servant of the Conduit, Harnessed Lightning, Gonti's Machinations, Decoction Module, Woodweaver's Puzzleknot, Sage of Shaila's Claim, Die Young, Consulate Turret, and Aether Chaser.
wallisface on Attune with Constrictor
2 years ago
I’m worried 7 cards costing 4-or-more-mana is too high, especially considering you don’t have a particularly high land count, nor particularly efficient ramp.
Personally i’d swap one copy of one of those big mana cards out for a 23rd land, and then replace Attune with Aether for Ignoble Hierarch to give you some stronger early acceleration.
TriusMalarky on Energy Colors in Pioneer
3 years ago
One of the biggest advantages of energy, or more specifically the Attune with Aether and Aether Hub package, is that you have 8 cards that help you get all your colors.
You can go heavy on and splash and for the more powerful interaction.
You can also use cards like Gilded Goose , or Sylvan Scrying to get Hub, or Sylvan Caryatid for more fixing.
You also get Fabled Passage .
Technically, you only really need 14 red and 14 black sources to be able to run any single red or single black cards(unless they're both red and black). Aether Hub plus Attune would be about 5 in my math, you get Fabled Passage for 4 more, plus 1-2 each Mountain and Swamp. That'd be about 10. Then, it's not hard to run 2 triomes(the RUG and BUG ones), then some splash duals.
That'd already get you to about 19 lands total and about 14 green and 14 blue. Add one island, one forest, and 3 green blue duals, and you have a 24 land perfect manabase for 4 colors. Only downside is you have 6 taplands, but 4 of those are only tapped in the first 3 turns of the game, and all of them get you 3-4 of your colors.
I say, you can run Lightning, Path, Seize and another red card and be perfectly fine to add Refiner, Hydra and more, and it won't cost you much at all. Disclaimer is that it is only possible due to the fact that you're running Aether Hub, Pioneer can't support 4 colors normally.
I_Want_To_PlayAllTheDecks on Energy Colors in Pioneer
3 years ago
The kaladesh block was when I first really got into magic and I would like to make a deck themed around energy for it. My problem is that I don't know what colors to play. I was thinking for sure blue and green because Rogue Refiner is the best energy card in the game based of it being banned in standard. Green is also great because it gives Attune with Aether and Bristling Hydra But then I'm not sure whether my third color should be black or red. Red gives access to damage based sweepers like Flame Sweep and removal like Harnessed Lightning , but black gives thoughtsieze and good removal like Fatal Push and Assassin's Trophy . I'm not sure where to go here so any color help or suggestions would be much appreciated.
agamemaker on Golgari Glass Cannon
4 years ago
v2.4
main
+1 Duress
-2 Wild Cantor
Side
+3 Defense Grid
-1 Duress
agamemaker on Golgari Glass Cannon
4 years ago
v2.3
Trying Serum Powder out and stronger sideboard hate.
Main
+4 Serum Powder
-3 Pentad Prism
-1 Duress
Sideboard
+1 Duress
-1 Radical Idea
-1 Wilt
tpmains on Should Tutors Have Additional Effects?
4 years ago
I don't think that tutors of any kind should have extra benefits. The best example of this would be Attune with Aether. This simple card let you tutor up a basic land, the most fundamental part of Magic, and it still got banned because it had the extra benefit of 2 energy. If you give players extra stuff on a card, they will abuse it. It makes them too powerful.
plainsrunner on Tenergy
4 years ago
It looks like you've got a lot of lands in here, I usually go for at most 40 lands in a deck, unless it's a lands matter type of deck. Also, Rampant Growth, Seek the Horizon, Terramorphic Expanse, Migration Path, Nissa's Renewal, Kodama's Reach, Grow from the Ashes, Nissa's Expedition, Explosive Vegetation, Cultivate, Traverse the Outlands, Frenzied Tilling, Boundless Realms, Evolving Wilds, Spring / Mind, Attune with Aether, Myriad Landscape and Blighted Woodland won't do anything since you don't have any basics in here. This also turns off the third mode of Verdant Confluence, though you may still want it for the other two modes.
I'm not sure what Mimeofacture is supposed to do in commander, notoriously a singleton format.
Creeping Corrosion seems like a strange choice in a deck where you're running several artifacts and artifact tutors like Fabricate.
I don't usually like running color-hosers like Anarchy, since there are games where it will be a dead card in your hand.
Overall it seems like you're running two decks: an energy deck built with mainly permanents that give you energy and use it, and a big spells deck, with a lot of powerful instants and sorceries that you can copy with your commander. There's nothing wrong with having two themes in a deck, but narrowing it down to one would probably help you get down to 100 cards. Also, some cards like Mizzix's Mastery want you to play more instants and sorceries than permanents, while cards like Primal Surge want you to be playing almost all permanents. Leaning more in one direction than the other will give your deck more focus.