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This deck make use of Aethersquall Ancient to be a replacement Aetherworks Marvel. Started making this deck before I realized what the meta is. Now I've been studying the meta for a few weeks and think that this could be a fun replacement deck. Have to see how it does vs. Temur Energy, B/G Energy and Mardu Vehicles. Also with Zombies and Delirium on the rise this should still be a fun deck to win late game with.

With Aethersquall's proto-Evacuation ability, it should allow you to have a static board and you don't have much to fear in terms of ETB triggers. Using ramp creatures and Attune with Aether to build up your mana-base fast, you should have 0 problem getting the big beef ready by turn 5 to semi lock your enemy out of the game.

I feel like this deck is a great mix of the top two decks if you're looking for a fun deck. I'm making this a semi-competitive deck but I have some suggestions on what would make this deck more competitive without just becoming Temur Energy. Just trying to shake things up!

Turn Strategy

  • Turn 1: Blooming Marsh or Aether Hub are the best starting lands for turn 5 pop. Attune with nature dig for needed basic land +2 Energy.

  • Turn 2: Blooming Marsh or Aether Hub would be ideal (again). Personally I think for this deck a Glint-Sleeve Siphoner is the best but won't complain about Servant of the Conduit

  • Turn 3: Upkeep draw off GSS, draw for turn. Any Blue/Green land would be ideal. Here I would like to have a Fatal Push and a Servant to start the energy ramp train. Swing with GSS end turn with 5 energy.

  • Turn 4: GSS draw if no Glimmer of Genius. Play a second Aether Hub. We should be sitting at 5 available mana at this point so next turn we can go off. Drop a second Servant for that mana curve. Then we need either GSS swings and Aether hub to happen this turn or a Rogue Refiner to make sure we have the Energy for Squall. Should end the turn with MAX of 9 Energy.

  • Turn 5: THIS IS THE EARLIEST WE CAN GO OFF because Aethersquall takes EIGHT ENERGY to pop! Play Island, drop that WHALE and bounce shit for the rest of the game. Low cost creatures should be easy to play and with all the energy ramp, getting back up to 6 energy each turn should be cake, beat face with WHALE.

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Revision 3 See all

(7 years ago)

+4 Lay Bare the Heart side
-4 Transgress the Mind side
Date added 7 years
Last updated 7 years
Exclude colors WR
Legality

This deck is not Standard legal.

Rarity (main - side)

19 - 3 Rares

29 - 6 Uncommons

7 - 6 Commons

Cards 60
Avg. CMC 2.38
Tokens Energy Reserve
Folders Standard Builds
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