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Introduction:
As an unuped version it is a cheap regenerating, pillar, that pays its cost in 2 turns, and works as normal creature control, a long as you put air in the mix, as an upgraded version which has same entry cost also two aether quanta, and for a higher activation cost it works as a mass creature control card, on big thing aether lacks, as it also has the quanta producing ability it is highly useful, this card also helps cement the synergy between Aether and Air, other common combos for it is parallel, diving wyrm's and wings, recluse decks.
Strengths:
1. It has a cheap cost- two aether quanta, for a massively powerful ability.
2. It can actually combo up with aether pillars and fueled by air mark as creature control pillars, on a stick.
3. It is not prone to Earthquake making it in a way more powerful than a pillar.
4. Aether has some lack of creature control, only has lightning bolt, and this easily creates new deck's for a underused combo Aether, Air, giving them both a real mass creature control that they both lack (yes air has lightning storm but doing 1 damage only for 1 Air quanta is ,in my opinion at least, under powered.
5. Thanks to Aether stall capabilities, even powering the ability cost just off of mark can be doable.
Weaknesses:
1. It is prone to lots of highly used cards against Aether, Explosion, Butterfly Effect, and Steal.
2. Four Air quanta is a high price to pay, for the massive CC, and the sacrifice of the card isn't fun either, unlike Rain of fire which is has similar effect to this card, RoF doesn't need 2 turns to use and is a spell, also doesn't have the duo element disadvantage, which makes up for the lower cost.
Balancing:
1. Increase Aether cost by one to make it slightly less powerful, as it pays its cost off anyways after a couple turns.
icecoldbro rating:
7.3/10