Why is aetherling good




















The other problem is that it costs two black mana. These are probably the most appealing aspect of the black splash. Not only are these removal spells simply better cards than their white counterparts, but they also kill Stormbreath Dragon and Mistcutter Hydra , which are the most important creatures to answer.

These cards are unexciting, but sometimes you just need anything that stops a creature on turn 2. Celestial Flare is legitimately very good against Monsters, since it can sometimes catch a Stormbreath Dragon or Mistcutter Hydra. This card is awesome against a diverse field. Right now, though, I still recommend one copy maindeck and a second one sideboard. I recommend one or two copies on the sideboard. Scry one is quite a substantial bonus to tack onto an already playable card.

I hate this card. I loath this card. Syncopate does an awful job of this. However, it can be a necessary evil as you sometimes just really need to stop that turn 3 Domri Rade or Underworld Connections and not much else cuts it.

I would not be caught dead playing Syncopate in a three color deck, especially since it gets dramatically worse the more of your lands enter the battlefield tapped. Black midrange decks have Underworld Connections , Thoughtseizes , and a healthy mix of random others.

However, these decks also have very powerful creatures that can kill you in the blink of an eye, so you want to use Negate as a tool, not a gameplan. Dispel is overrated. However, the last thing you want is to be holding Dispel when your opponent drops a Jace or an Aetherling against you. Likewise overrated. Gainsay, on the other hand, I find to be quite underrated.

If you have access to Thoughtseize, I recommend a healthy mix: counters and Thoughtseizes. Removing Aetherling is useful, but not always necessary. The key thing is: how can you use the cards you have in your deck to deal with the threat?

Aetherling is only powerful because of its activated abilities in particular, the unblockable and bounce abilities. Which is a pretty good deal if you're stopping your opponent's best win condition or hosing multiple copies of it. While an Aetherling can do significant damage every turn, it's not actually the fastest kill card in Standard.

When the Aetherling comes down, look at the board position — are you better off trying to kill it or just killing your opponent? If you plan to race, focus your removal on swinging the game's tempo. Use it to get rid of blockers including Aetherling, if only for a turn so your guys can get in more damage.

You can also use instant-speed removal like a Fog against the Aetherling. Life gain can be very useful to keep you afloat. If you're playing Bant or BUG in a control mirror against UWR or Esper, for instance, you'll likely have more life and more ways to gain life than your opponent. Even if you can't hold out forever, you can try to use your life gain to force your opponent to commit more than just U for the unblockability to the Aetherling each turn in order to kill you quickly.

At which point you can take advantage of the next tactic Aetherling is only survivable as long as your opponent has access to blue mana.

Watch you opponent's mana usage. If you have more ways to kill the Aetherling than he has blue mana, it's dead. You may need to spend more than one spell to do this, but it's better than losing the game altogether. The easiest example is right after he casts it. Say you're playing Jund and your opponent just cast Aetherling with one Island in reserve to flicker it. You've got Liliana of the Veil and Putrefy in hand. Play Liliana's edict. When they put the Aetherling's exile trigger on the stack spending their last U to do it , Putrefy the Aetherling in response.

Having said that though, i can guarantee you that this will see next to no play in standard. I don''t see any control deck running this, sorry Wizards Report Abuse.

He's ok. I really want them to make a Black Torchling though. We need to have more of these creatures proliferated throughout the rarities of Blue, and fewer creatures like Invisible Stalker. I feel that creature is a particularly glaring example of a card that would be Better-in-a-Design and Development-way with Shroud over Hexproof.

Imagine simply if he couldn't equip anything. Or better! If he lost his 'proof' or 'shroud' when he became equipped! Whereas most blue walkers draw a single card, sometimes two, Chandra has the ability to dig you much, much further into your library, even though it only nets you one card. This was one of the most unique and flexible Chandra designs, and was a fun and powerful card to play with. Ojutai closed out the game in just a couple of turns, finding you just what you needed in the meantime.

The Scarab God was no different; like Esper Dragons, you could play a long game if you needed to, but you could also just slam Scarab on 5, untap, and win if it stuck. Both Ojutai and Scarab saw play in midrange decks alongside control decks because of their aggressive cost, high-impact, and high power level. Sure, these games close games quickly, but the control deck does not need to establish control first in order to do so, which can make such games feel uninteractive and hopeless.

What a card. Aetherling does it all. Aetherling has a bit more play to it than The Scarab God or Dragonlord Ojutai , and requires a bit more control of the game as well. Because of the mana requirement, the faster the control player tries to close, the more susceptible they leave themselves to getting blown out and losing.



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