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Abe's Aether Flash Brew

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Magic's first block introduced the Weatherlight Saga, and it also gave us the card we're looking at today: Aether Flash, one of my favorite underrated Red Enchantments from that era.

Today, I'll be building a deck based around it. The idea is that we'll shock every Creature as they enter for two damage but keep our stuff safe. Death Pits of Rath will play a key role, too.

Aether Flash
Death Pits of Rath

There are a few ways we can get it done. We can rely on cards that have protection from Red or Indestructible, stick to tougher Creatures, or bring cards in like Mishra's Factory, a Man Land. If it enters without being a Creature, it won't take damage at all.

We can also run Red direct damage sweepers like Pyroclasm, Earthquakeor Blasphemous Act without hurting our team.

I built this as a 60-card brew in my 100 Combo Deck Challenge a while ago and I waffled between sticking with that old plan or going a different direction. Let's look at how it turned out.

Picking a Commander

Powerstone Minefield
Hansk, Slayer Zealot

I could have stuck with my old school brew, but I liked the idea of splashing White for cards like Powerstone Minefield or Death Pits of Rath. These smack our opponent's dorks for two damage as well, for attacking and blocking.

That does raise the question - who's the right Mardu (w/b/r) Commander for this kind of build? I briefly considered going a different route with Gruul (r/g) using Hansk. It's a four-mana 4/4 that hands out three 2/2 Zombie Walkers to an opponent each upkeep and lets us draw as they die while pinging Creatures.

There are a few other options worth mentioning too. Taii Wakeen, Perfect Shot could fit, and Iroas, God of Victory is interesting since he prevents all damage to our attacking Creatures, not just combat damage, which plays nicely alongside the Minefield. Kazarov, Sengir Pureblood is another possibility.

All things considered, I decided to go with Zurgo Helmsmasher. He's a 7/2 Orc Warrior with Haste, gains counters if someone blocks him, and he is Indestructible on our turn.

Lands, Mana, Ramp and Such

Kolaghan Monument
Foriysian Totem

Man rocks are one key part of this deck. These cards come in as something else, tap for mana, but can be converted to Creatures. I started with these two.

The first one, Kolaghan Monument costs 3 to play initially, and can tap for Rakdos colors (b or r). But, for six, he becomes a 4/4 Dragon with Flying.

Foriysian Totem is another three-drop. This card can tap for Red, or we can pay 4r to transform it to a 4/4 Giant that can block two Creatures; he'll also gain Trample until the end of your turn if you're ready to swing.

Cactus Preserve
Cave of the Frost Dragon

Manlands are another important piece. These are Lands that have ways for us to turn them into Creatures too.

The Desert, Cactus Preserve, arrives tapped but it is able to give us one of any Land that we already have on the board. Then, for 3, we can turn it into a 5/5 Plant Creature with Reach based on our Commander.

Cave of the Frost Dragon also arrives tapped. We can tap it for White, or pay 4w to turn it into a 3/4 Flying Dragon until the end of our turn.

Desert
Urborg, Tomb of Yawgmoth

To round out this section, I have these last two cards.

Desert is our first Land that arrives untapped, but it only taps for colorless mana. At the end of the combat step, we can also tap it to ping a Creature that's attacking us for one. If our Death Pits of Rath is already out, that should end anything heading our way.

I've also included Urborg, Tomb of Yawgmoth. That naturally brings in the Cabal Coffers combo too, though the main reason for Urborg is just to give us extra Black mana for plays later.

Since Coffers works so well with it, I went ahead and added that as well.

Synergies and Win-Cons

Kazarov, Sengir Pureblood
Avacyn, Angel of Hope
The Walls of Ba Sing Se

Of course, we need synergies and wincons.

I was leaning heavily to Kazarov, Sengir Pureblood here; I like the Rakos color identity but he is a bit pricey. It's 5bb to cast him; you get a 4/4 Vampire with Flying and you gain a counter on him every time that an opponent's Creature gets hurt.

Not only is it great that you can grow him uber fast in this deck, you also have the choice of paying 3r to repeatedly zap Creatures for two.

I obviously had to include ways to save our guys, but I'll give you the heads up that these cards a little expensive on the secondary market. To me, they're worth it for the deck.

First up, Avacyn, Angel of Hope, one of the strongest Angels in the game. This is an 8/8 Flyer with Vigilance and Indestructible and it gives all your other permanents indestructible while it's on the board.

The Walls of Ba Sing Se is a 0/30, purely for defense. It isn't indestructible on its own, but it grants the ability to all other permanents under your control.

Brash Taunter
Stuffy Doll

We also have some more Indestructible dorks to suck up damage and redirect it to our opponents.

That five-drop 1/1 Red Goblin, Brash Taunter, taps with 3 mana to fight target Creature. That's so strong, dealing their power back to them in combat and staying alive. With a Red damage-based sweeper you couldsend that damage to any foe at all.

Stuffy Doll is really fun here, also Indestructible. It's a 0/1 that becomes a proxy for a player and deals damage to the player any time it receives damage. It also taps to ping itself.

Torbran, Thane of Red Fell
Dingus Staff

For card synergy, I started here.

Torbran, Thane of Red Fell is a 2/4 for 1rrr. If a Red source we control deals damage across the table, it is increased by two.

The four-drop, Dingus Staff, deals two damage to players as one of their Creatures die. It's going to hit us as well, but it's still pretty good.

Maha, Its Feathers Night
Angel's Trumpet

Maha, Its Feathers Night and Angel's Trumpet are next.

Maha, for 3bb, is a 6/5 with Flying and Trample. While it's out, all our opponent's Creatures have a base toughness of just one. It's not an easy target for removal, either, because it has a Ward cost that makes your foes discard a card.

That means that all Aether Flashes will kill them even without the Death Pits out. Pyroclasm there is nasty good too. You could add Kaervek, the Spiteful or Night of Souls' Betrayal to finish them off too.

Then the colorless three-drop, Angel's Trumpet, is an Artifact that gives Vigilance to every dork on the board. At the end of each player's turn, they have to tap everything that they didn't attack with, and they take one damage for everything tapped this way.

This is brillant with our Powerstone Minefield, among other cards.

Gisela, Blade of Goldnight
Adarkar Valkyrie

These two are both Angels.

For 4wrr, I've got Gisela, Blade of Goldnight. She's a 5/5 Flyer with First Strike and some solid abilities. It doubles all damage dealt to your opponents and their permanents from any source and cuts ours in half.

That also helps us with Aether Flash. It will deal four damages to our foes, but only one to us.

Adarkar Valkyrie is a six-drop with Flying and Vigilance. We can tap her to bring back a Creature, whether that's ours or an opponent's, and put it on the battlefield under our control.

Repercussion
Pariah

I also have some damage-redirection here with these two Enchantments.

Repercussion makes it so that any time a Creature is damaged, their controller takes that much damage too. With Pyroclasm, Blasphemous Act, or Aether Flash, that's going to add up fast. I tossed in Beacon of Immortality as a surprise life gain effect we can use to survive if needed.

I have Pariah here, too. We can toss spell on a Creature and send all of our damage to it instead of us. This Aura costs three and can work on a foe's dork with the Repercussion but normally will be to save us.

The Wanderer
Chandra, Awakened Inferno

I also wanted to include some Planeswalkers.

The White one, The Wanderer has a cost of only 3w. She prevents all non-combat damage to our stuff. It has five loyalty counters, and we can -2 to exile a Creature with power four or better.

Chandra, Awakened Inferno comes with six loyalty counters, for 4rr. She can't be countered and gives us the ability to ping foes for one damage every upkeep, deal three damage to anything that's not an Elemental, or deal X damage and exile anything that dies from the swing.

Cho-Manno, Revolutionary
Akroma's Will

Next up, another two White cards. Cho-Manno, Revolutionary is a 2/2 Legendary Creature that can't be damaged. I also included Seraph of the Sword, a 3/3 that can't take any damage either.

Akroma's Will is an Instant four-drop. We usually get one ability from it, but if our Commander is in play, we get both. We can use it to:

  • Give Creatures we control Flying, Vigilance, and Double Strike for this turn
  • Give Creatures we control Lifelink, Indestructible, and protection from all colors under the end of our turn

That's nasty either way.

Blazing Sunsteel
Jade Monolith

And now let's finish synergies here. Blazing Sunsteel is a Red piece of Equipment that we can play for 1r and then equip for 4. It gives our Creatures +1 power for each opponent, and allows us to send damage sent to us to any other target.

Jade Monolith is another Artifact, this time a four-drop. It lets us spend 1 mana over and over again to redirect to us damage from our dorks. That's good with indestructible stuff, Pariah or its Shield, or to save our stuff after Death Pits arrives. Or Aether Flash generally to keep it up prior to getting Indestructible.

Answers and Card Draw

Rolling Thunder
Comet Storm
Aurelia's Fury

Now, we need some answers and a way to draw cards. I started with these X spells.

Rolling Thunder lets us split damage however we like, so with Death Pits of Rath out, we can ping each opposing Creature for one and wipe the board or just aim it at a player to finish them off.

Comet Storm is a multikicker Instant. It can hit multiple targets at once, and with multikicker, we can spread that damage around as needed, to as many targets as we can pay for.

Aurelia's Fury is the Boros option, acting like an instant-speed Rolling Thunder. It can divide damage across targets, taps any Creatures hit this way, and also stops players from casting noncreature spells for the rest of the turn.

Magmaquake
Rolling Earthquake

I also brought on these two sweepers.

Magmaquake is another X-cost instant here. It hits every grounded Creature and Planeswalker for X damage, which is great at Instant-speed for clearing the board.

Rolling Earthquake deals X damage to each player and all Creatures without horsemanship, letting us hit everything at once. Many of my dorks are immune to Red sweeping damage, so nothing to worry about here.

Fire Covenant
Impact Resonance

Both of these Instants are super fun and split up damage.

Fire Covenant costs us 1br and X life. The spell will deal X damage divided up however we want. With Death Pits out that's a fast board sweeper that spares us. This could also be good to finish off some dorks or end things without it with low damage after Caltrops or Powerstone Minefield too.

Impact Resonance is a two-cost spell that will split damage equal to the most dealt to any source this turn! And that's split up for dorks. With Stuffy Doll or other damage redirectors, we can finish people off with either of those.

Pyrohemia
Pestilence

I did toss in Pyrohemia here to ping each player and Creature for one damage per Red activation here too. Remember, it'll die and the end of turn with no dorks out on either side, so just drop something if we swept, but we'll likely have something out that already survived.

Then the four-drop in Black, Pestilence is here too because it works well with Urborg. Task Mage Assembly could be a good addition here, an Enchantment that lets us pay 2 to deal one damage to target Creature, at Sorcery speed.

Taii Wakeen, Perfect Shot
Liliana, Dreadhorde General

Now we've got some card draw options. Taii Wakeen, Perfect Shot is a Boros 2/3 that lets us draw cards whenever we deal noncombat damage to a Creature equal to its toughness. With cards like Rolling Thunder or Aurelia's Fury, that can add up fast.

She can also tap and use X mana to increase noncombat damage to a player or permanent, which gives us a way to finish things off out of nowhere or push extra damage through.

Liliana, Dreadhorde General is our six-drop planeswalker. She comes in with six loyalty and lets us draw whenever our Creatures die. We can +1 her to make a 2/2 Zombie, or -4 to have each player sacrifice two Creatures, which helps deal with Indestructible threats -- even if it hits our board too.

Midnight Reaper
Harvester of Souls

Finally, these two in Black to complete the list.

Midnight Reaper is a 3/2 Zombie Knight that costs us 2b to get on the board. When he's in play and a Creature of ours dies, we take one damage and draw a card. Since it's not specifically hitting us for one life, we can use a card like Pariah to redirect the damage.

Then, Harvester of Souls finishes things. This is a 5/5 Demon with Deathtouch, for 4bb. Whenever a critter dies, as long as it's not a token, we get to draw a card.

I also like Massacre Wurm here, to draw as opposing dorks die and weaken them by -2/-2 when they come in. The Wurm is also a good choice to get past things with Indestructible too.

Ready for my decklist?

Let's look at the entire deck in one piece.

Zurgo's Mardu Aether Flash Brew | Commander| Abe Sargent

Card Display


There we go! This gives us a bunch of Man Lands in different colors, like Ghitu Encampment.

I added Spikefield Hazard as a modal spell/Land to help finish things off early, especially with Death Pits of Rath out. Sejiri Shelter is another one that can protect our Creatures, and Dawn's Truce and Restoration Magic help with that too.

Lightmine Field is here as another Caltrops-style effect.

I also included Mother of Runes and Giver of Runes as early plays. They can protect our Creatures from damage or removal and help us get attacks through.

Final Thoughts

I could toss in Shatterskull Smashing, but it's a bit pricey on the secondary market. I'm thinking about pulling Bojuka Bog for it, but that's my only graveyard hating effect. Witch Hunter or Fell the Profane could be good too.

I also like Rakdos modal spell Land Bloodsoaked Insight, which can be very cheap if we've done damage to folks or will tap for two colors as a Land.

Archangel Avacyn could be cool here as a flashing protection trick and then when stuff of ours dies, flip to the darker side and deal three damage to each non-Angel too. If you agree, toss her in.

I hope you enjoy this.

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