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Moxonomy

Aether Meltdown

Enchantment — Aura1 generic manaBlue mana

The flash makes this a combat trick disguised as an Aura. -4/-0 doesn't kill anything, which is the constraint that pays for the cheap rate: it neutralizes a single attacker for the duration of the game rather than removing it from the board. The instant-speed window is where the design earns its keep. You hold it until an opponent commits to an alpha strike or shoves their best beater into a profitable attack, then flash it down to blank that creature's offense and turn a planned blowout into a whiff. Against a lone fattie, four power siphoned off is often the difference between taking a lethal swing and shrugging it off, and the enchanted creature stays a defensive zero on the next turn too. The two energy counters are a quiet rider, a deliberate nudge toward the energy payoffs of its era; on their own they do nothing, but they feed engines that convert stored energy into card advantage or damage, so a tempo-saving play also banks fuel for later. What it cannot do is matter against decks that win without attacking, and it leaves the body alive to chump or crew elsewhere. That softness is the point: this is a tempo card that buys turns, not an answer that ends threats.

Aether Meltdown (kld)
KLD · #36uncommon
Pricing
Normal: $0.19
Foil: $0.35
Oracle Text

Rules text

Flash (You may cast this spell any time you could cast an instant.) Enchant creature or Vehicle When this Aura enters, you get EnergyEnergy (two energy counters). Enchanted creature gets -4/-0.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

1 set
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