CommanderKiren
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Commander
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{"ops":[{"insert":"Welcome to The City Of Midgar,\n\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t"},{"attributes":{"underline":true,"bold":true},"insert":"INTRODUCTION"},{"insert":"\n\n\tI will be honest I completely made this deck, because of the "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":" Chocobo track foil card. It is probably one of the prettiest magic cards I have seen and the reason for the creation of this deck. Is Aerith good yes, she is a fun and strong casual commander. Although she might be better served in the 99 instead of the command zone in another Selsyna deck. Despite this, something we cant ignore is her \"Raise\" ability both works as pseudo card draw, when you mill low CMC creatures such as "},{"insert":{"card-link":"Mother of Runes"}},{"insert":" or even constant plains cycling with "},{"insert":{"card-link":"Angel of the Ruins"}},{"insert":", or if you are able to reach that 7 life gain threshold with Aerith on field, then you have just hit the key part of what makes her a great commander, reanimation in the command zone. Overall "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":", is a very solid and fun commander and this brew of hers I would say is mid to low "},{"attributes":{"bold":true},"insert":"bracket 3 optimized"},{"insert":", Especially with game changers I only really run 1 being "},{"insert":{"card-link":"Farewell"}},{"insert":" (which I am thinking of removing). \n\n\t"},{"attributes":{"bold":true},"insert":"The Focus of the deck includes"},{"insert":"\n Running a good amount of mill cards/ sac outlets (prioritizing mill), to make sure "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":" can reanimate as much as possible. Cards such as "},{"insert":{"card-link":"Hermit Druid"}},{"insert":" and "},{"insert":{"card-link":"Perpetual Timepiece"}},{"insert":" are must includes. Sac outlets are also good as for example "},{"insert":{"card-link":"Vaultborn Tyrant"}},{"insert":" and "},{"insert":{"card-link":"Greater Good"}},{"insert":" can allow card draw while also building your board with tokens of "},{"insert":{"card-link":"Vaultborn Tyrant"}},{"insert":". Or simply having your other creatures with good ETB effects to be recurred such as "},{"insert":{"card-link":"Titan of Industry"}},{"insert":" or "},{"insert":{"card-link":"Cavalier of Dawn"}},{"insert":". But do not over emphasize sac as mill is usually what starts the engine running. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":" Each Card serve 3 purposes in the deck, mill, life gain, and draw. While you may see some +1/+1 counter cards such as "},{"insert":{"card-link":"Lathiel, the Bounteous Dawn"}},{"insert":" and "},{"insert":{"card-link":"Archangel of Thune"}},{"insert":" this is not a +1/+1 counters focused deck. This is mainly because they are very strong life gain cards able to buff your board. I tried to stay away from +1/+1 counters as I feel like all the decks that focused on a +1/+1 counters strategy with Aerith in the command zone . Almost never had decent reanimation targets. I would suggest at that point making "},{"insert":{"card-link":"Lathiel, the Bounteous Dawn"}},{"insert":" your commander and "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":"apart of your 99. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":" The deck includes some big threats, that have many different uses such as artifact/ enchantment removal in "},{"insert":{"card-link":"Angel of the Ruins"}},{"insert":", creature removal in "},{"insert":{"card-link":"Cavalier of Dawn"}},{"insert":" or in "},{"insert":{"card-link":"Elesh Norn, Grand Cenobite"}},{"insert":" , and even recurring protection in "},{"insert":{"card-link":"Titan of Industry"}},{"insert":". That once again can all be used to attack first and can be sacrificed with (some of the very limited sac I have) at your second main phase to revive with Aerith at the end of turn. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t"},{"attributes":{"underline":true,"bold":true},"insert":"\tStrategy"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Early Game"},{"insert":"\nThere are 2 main routes you would want to see early, one being better than the other. Mill or Ramp, mill being more important. This commander thrives off of reanimating, if you have nothing to reanimate what are you doing. That is why mill pieces are so important "},{"insert":{"card-link":"Hermit Druid"}},{"insert":", "},{"insert":{"card-link":"Aftermath Analyst"}},{"insert":", "},{"insert":{"card-link":"The Warring Triad"}},{"insert":". All these pieces can help fill your graveyard so when your "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":" is online and ready you can immediately get a decent piece to play immediately. Even "},{"insert":{"card-link":"Aftermath Analyst"}},{"insert":" helped me against a land destruction deck and I greatly outpaced them as I just returned every land I milled and that they destroyed back to the field with aftermath himself and recurring him off of Aerith. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ramp is good because the faster you get mana, means at times you can play the big pieces that are just stuck in your hand from drawing them. A good inclusion is "},{"insert":{"card-link":"Sakura-Tribe Elder"}},{"insert":" which is a great piece of recurring land ramp, as you can block, before the attack goes through then sacrifice "},{"insert":{"card-link":"Sakura-Tribe Elder"}},{"insert":" and the attack fizzles if the attacking creature didn't have trample. So you blocked and ramped all at one, and lets say if you cant hit that 7 life gain or do not have a decent reanimate target, Sakura tribe elder is a nice repeatable land ramp outlet. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn by turn will look like this "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn 1- we have a few 1 CMC spells such as the infamous turn 1 "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Mother of Runes"}},{"insert":", "},{"insert":{"card-link":"Authority of the Consuls"}},{"insert":", "},{"insert":{"card-link":"Serra Ascendant"}},{"insert":" etc."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Turn 2-3 is where we have our land ramp or mill pieces being established, there's really no wrong answer here on what to go for first. Mill may be more important if you already have a way to immediately proc "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":" on your next turn, for example with a "},{"insert":{"card-link":"Serra Ascendant"}},{"insert":" and "},{"insert":{"card-link":"Cleric Class"}},{"insert":"."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"If you had the land Ramp too, playing an early "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":", is not bad especially with a "},{"insert":{"card-link":"Mother of Runes"}},{"insert":" established."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Mid-Game"},{"insert":"\nBecause "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":" is a 4 CMC commander this is usually when you would start summoning her if you haven't already in a prior turn thanks to ramp. I will say during your mid game is where you will feel a little weak, as faster decks may have already established a board state, your engine has not fully started yet. This will get payed off in the late game however. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Despite what I just said people may already start seeing you as a threat cause of one word "},{"attributes":{"italic":true},"insert":"Lifelink"},{"insert":", maybe it is just my pod, but in the words of one of my pod members \"high numbers scare him\" so despite not really having much on board, people may attack you just simply due to the higher life total. Take advantage of Aerith being a 5 toughness commander, only attack with her early if you want a low CMC creature that was milled such "},{"insert":{"card-link":"Mother of Runes"}},{"insert":" or "},{"insert":{"card-link":"Spore Frog"}},{"insert":" or if your able to hit that 7 life threshold. Aerith is the entire engine, while they are other plays you can hard cast with ramp, Aerith makes the deck run more smoothly. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"With some ramp you might even hard play a bomb, such as "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" , despite being a very strong card its inclusion is in the deck more for its mill potential than as a boss monster."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Turn by Turn will look like this"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Turn 4- Honestly its not bad to just hard cast your commander, your commander has the great benefit of simply doing nothing unless she has gained 7 life with by herself she cannot accomplish so she's not a complete Kill on sight commanders unlike others in this game. So threat assessment wise she should be safe in theory unless u have life gain haters. If you do not however you can simply repeat earlier turns with higher CMC such as "},{"insert":{"card-link":"World Shaper"}},{"insert":" if you wish to wait for protection or see if any removal is thrown to someone else's way. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Turn 5 - This is where your game should start, Aerith has no summoning sickness maybe you have a few good pieces in your yard, and have ways to reach 7 life gain with either Aerith attacking or not. This is where possible I try to play my life gain lands such as "},{"insert":{"card-link":"Adventurer's Inn"}},{"insert":" or "},{"insert":{"card-link":"Blossoming Sands"}},{"insert":". As your turns went by you should have a few passive life gain cards maybe "},{"insert":{"card-link":"Haliya, Guided by Light"}},{"insert":", "},{"insert":{"card-link":"Pristine Talisman"}},{"insert":", even though they are only one life gain, "},{"insert":{"card-link":"Cleric Class"}},{"insert":" makes them 2 each, and an Aerith swing gets you 7. Even if you do not have combo pieces you may just have "},{"insert":{"card-link":"Righteous Confluence"}},{"insert":" or another piece which on their own enable your Aerith for a big target."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Turn 6- is pretty much the same as turn 5 maybe you will hard summon a "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" for more consistency. Which is not bad especially if you already had established passive enablers for Aerith such as "},{"insert":{"card-link":"Archangel of Thune"}},{"insert":" or "},{"insert":{"card-link":"Lathiel, the Bounteous Dawn"}},{"insert":" that can help make Aerith gain 7 life without any other commitment from you."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Late Game"},{"insert":"\nThis is where you will feel the strongest, you have multiple recursion pieces in "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":", "},{"insert":{"card-link":"Sun Titan"}},{"insert":" for your protection and draw pieces or even importantly for Voltron matchups "},{"insert":{"card-link":"Spore Frog"}},{"insert":" ((Remember you can have 1 billion hp all it takes is 21 commander dmg to lose)), and even "},{"insert":{"card-link":"Celestine, the Living Saint"}},{"insert":" that combined with some +1/+1 support or "},{"insert":{"card-link":"Rhox Faithmender"}},{"insert":" can easily even reanimate your biggest threat. Plus with all that ramping it is not uncommon to safety get "},{"insert":{"card-link":"Restoration Seminar"}},{"insert":" off as a back up Aerith. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"As said before in the intro all your big bodies have some sort of utility that you can summon depending on what's needed, problematic enchantment and want protection? "},{"insert":{"card-link":"Titan of Industry"}},{"insert":" and "},{"insert":{"card-link":"Angel of the Ruins"}},{"insert":". Single target removal? "},{"insert":{"card-link":"Cavalier of Dawn"}},{"insert":". Want to go wide? "},{"insert":{"card-link":"Avenger of Zendikar"}},{"insert":". This is also why having sac outlets is fantastic and it is going to be my next additions maybe "},{"insert":{"card-link":"Lazotep Quarry"}},{"insert":" for a basic land, as resummoning your powerful ETB triggers on your boss monsters is huge, avenger can easily create 10 tokens on summon. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"There's nothing really to say about late game as you are not doing anything differently, just doing your earlier turns in the most optimal ways as possible. Aerith's board can get very scary with the amount of board Prescence she can reanimate. While maybe adding a guaranteed finisher would be good. For now the deck is in a very good spot. Some finishers to be aware of that you could include is "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":", "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":", "},{"insert":{"card-link":"Akroma's Will"}},{"insert":". "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t"},{"attributes":{"underline":true,"bold":true},"insert":" Cards To Consider"},{"insert":"\nWhile I have my Maybe- Board here are some cards I am thinking of adding,\n"},{"insert":{"card-link":"Akroma's Will"}},{"insert":" as a finisher it is very valuable. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Kwia Vigorbloom"}},{"insert":" - It seems like a interesting new life gain staple."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":" "},{"insert":{"card-link":"Heliod, Sun-Crowned"}},{"insert":" just another +1/+1 counter enabler. Despite me saying i want to stay away from the strategy I like +1/+1 cards that "},{"attributes":{"bold":true},"insert":"synergize"},{"insert":" with "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":" and does not make the deck revolve around +1/+1 Strategy. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The Nuh-Uh squad, "},{"insert":{"card-link":"Dragonlord Dromoka"}},{"insert":", "},{"insert":{"card-link":"Kutzil, Malamet Exemplar"}},{"insert":", "},{"insert":{"card-link":"Jennifer Walters // The Sensational She-Hulk"}},{"insert":". In that order, dragon lord Dromoka serves as a reanimation target we can cheat out, and kutzil allows draw but with very limited ways of getting a higher base damage it is my number 2, is an auto include in a more focused +1/+1 strategy. Jennifer Walters is there simply for the effect no spell effect. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Test of Endurance"}},{"insert":" if you feel cheeky, and is possible with cards like "},{"insert":{"card-link":"Flare of Fortitude"}},{"insert":" and "},{"insert":{"card-link":"Spore Frog"}},{"insert":" can guarantee 2 turns of no life loss if your opponents have no enchantment removal or counterspell's. This enchantment can also be brought back from trash if "},{"insert":{"card-link":"Cavalier of Dawn"}},{"insert":" is destroyed. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Foretell Synergistic cards- "},{"insert":{"card-link":"Ultimate Magic: Holy"}},{"insert":", Negates DMG, WHICH IS VERY IMPORTANT AGAISNT COMMANDER DMG. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"The Queen of Dale"}},{"insert":" - I am debating to add her as she will draw and discards cards you want in the grave and can not hard cast while also making a small token army. She's a really good card for this deck but serves as \"a mill piece\" for heavy top end. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t"},{"attributes":{"underline":true,"bold":true},"insert":"Specific Tech Choices"},{"insert":"\n"},{"insert":{"card-link":"Spore Frog"}},{"insert":" // "},{"insert":{"card-link":"Sun Titan"}},{"insert":" - AS STATED MULTIPLE TIMES, you can have 1 million HP but you will die, come 21 dmg from a commander. "},{"insert":{"card-link":"Spore Frog"}},{"insert":" was so valuable it single handedly made me add "},{"insert":{"card-link":"Sun Titan"}},{"insert":", that way when i want to reanimate spore frog, instead of just reanimating a 1/1, i can reanimate a 6/6 that can also help me get other utility pieces instead incase I do not need Spore Frog in this matchup. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Greater Good"}},{"insert":" - Sac outlet to draw and repeat strong ETB's"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Flare of Fortitude"}},{"insert":" - Honestly same reason as "},{"insert":{"card-link":"Spore Frog"}},{"insert":", needed cards to help save from commander damage as it is Aeriths biggest weakness seeing a "},{"insert":{"card-link":"Tifa Lockhart"}},{"insert":" swinging for 164 dmg or "},{"insert":{"card-link":"Ms. Bumbleflower"}},{"insert":" with flying and also swinging for 60 damage. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t"},{"attributes":{"underline":true,"bold":true},"insert":"Conclusion"},{"insert":"\n\t"},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":" is one of the prettiest cards I've seen in this game with a nice and interesting play twist. Being Selesnya ({G}\\{W} yet having a full on reanimation was something as soon as I saw her I wanted to try to build. Especially as I am the Final Fantasy guy in my group, I have a "},{"insert":{"card-link":"Tidus, Yuna's Guardian"}},{"insert":" , "},{"insert":{"card-link":"Terra, Herald of Hope"}},{"insert":" , "},{"insert":{"card-link":"Y'shtola, Night's Blessed"}},{"insert":" , and "},{"insert":{"card-link":"Tifa Lockhart"}},{"insert":" commander decks. I think Aerith Shines in bracket 3, and has many possibilities on ways to take her as the commander. Outside of that I feel like Aerith may be a tad too slow in bracket 4. As she needs many two different engines to work that being life gain and self-mill. While also having the space for your other good stuff like end game threats, removal and protection. She is slow to start but can quickly create a good board presence that can threaten lethal.\n\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t"},{"attributes":{"underline":true,"bold":true},"insert":"Change Log"},{"insert":"\n\n\t\t\t➼ 08/05/2026 "},{"insert":{"card-link":"Lifestream's Blessing"}},{"insert":" IN - "},{"insert":{"card-link":"Farewell"}},{"insert":" OUT - I think farewell is just too much of a nombo as more time passes. You are a reanimator deck you do not want anything exiled. We still have two board wipes with "},{"insert":{"card-link":"Ajani, Strength of the Pride"}},{"insert":" and"},{"insert":{"card-link":"Cleansing Nova"}},{"insert":". If you're looking for a third board wipe, try "},{"insert":{"card-link":"Austere Command"}},{"insert":" or more importantly with this deck "},{"insert":{"card-link":"Fumigate"}},{"insert":". With Fumigate and because you are green and ramping, with 11 mana (if your Aerith only died the one time) you can fumigate gain x life (hopefully over 7), play "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":", and revive a creature since Aerith does not look for when the life was gained only at the end of turn if you gained life. "},{"insert":{"card-link":"Lifestream's Blessing"}},{"insert":" is in, as it can help draw and life gain especially if you foretell early. \n\t\t\t➼ 08/15/2026\n"},{"insert":{"card-link":"Geier Reach Sanitarium"}},{"insert":" IN - "},{"insert":{"card-link":"Forest"}},{"insert":" 1x OUT - make hermit druid better while discarding bodies u want to reanimate from hand."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":" "},{"insert":{"card-link":"Clever Concealment"}},{"insert":" IN - "},{"insert":{"card-link":"Hedge Shredder"}},{"insert":" OUT - board protection is huge and I personally am not completely in love with hedger shredder, it is possible I add it back in one day."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"\n\t\t\t➼ 09/08/2026\n"},{"insert":{"card-link":"It That Betrays"}},{"insert":" OUT - "},{"insert":{"card-link":"Elesh Norn, Grand Cenobite"}},{"insert":" IN - It that betrays betrayed me, when it was in the GY there was always a better target to reanimate. Then when I did reanimate it was always the target of removal being a giant elderazi. Elesh on the other hand can help against going wide strategies and allowing dmg to go through easier without someone full blocking to trade with my commander. I slept on this card for a while but genuinely a pseudo reanimate board wipe is pretty decent for tokens, as well as buffing all my life gain triggers, as its a perma +2 dmg while shes in the board."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Plains"}},{"insert":" x1 OUT - "},{"insert":{"card-link":"Bala Ged Recovery // Bala Ged Sanctuary"}},{"insert":" - a dual modal card that brings back anything I milled. "},{"insert":{"card-link":"Ajani, Strength of the Pride"}},{"insert":" welcome back, "},{"insert":{"card-link":"Fumigate"}},{"insert":" I needed you etc. Just no reason not to run it outside of paying 5 dollars for a card. But I payed like 120 for the commander soooooo "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Heroes' Reunion"}},{"insert":" OUT - "},{"insert":{"card-link":"Beast Within"}},{"insert":" - Honestly I loved the flexibility "},{"insert":{"card-link":"Heroes' Reunion"}},{"insert":" gave, either allowing me to instantly reanimate a target or even recently comboing to both hit "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":" trigger and than with "},{"insert":{"card-link":"Rhox Faithmender"}},{"insert":" and "},{"insert":{"card-link":"Lathiel, the Bounteous Dawn"}},{"insert":" being able to create 14 +1/+1 counters. But at the end of the day, that was the one time I even needed the card, and I had multiple games where I wished it was anything else. That's why I replaced it with single target removal I always complain about it. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Cleansing Nova"}},{"insert":" OUT - "},{"insert":{"card-link":"Fumigate"}},{"insert":" IN - This hurts cause I love the FFX art, but at the end of the day "},{"insert":{"card-link":"Mother of Runes"}},{"insert":", "},{"insert":{"card-link":"Tamiyo's Safekeeping"}},{"insert":", etc can help protect "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":" while also getting her Raise ability to pop all while being a board wipe seems insane. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\t \t➼ 09/22/2026\n"},{"insert":{"card-link":"Fumigate"}},{"insert":" OUT - "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" - with multiple testing's, Aerith can indeed gain life fast and if it can why not just run an \"you lose button\" the only way to get around this countering \t\t\t\t on entry, or hexproof on a player. If I see aetherflux and wished for a board wipe Ill add "},{"insert":{"card-link":"Fumigate"}},{"insert":" back in for something else."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\t ➼ 10/05/2026\n"},{"insert":{"card-link":"Mother of Runes"}},{"insert":" OUT - "},{"insert":{"card-link":"Liliana the Faultless"}},{"insert":" - what can I say it's mother of runes and "},{"insert":{"card-link":"Soul Warden"}},{"insert":" combined. Yes, it does not give protection and it cost 1 mana, but I thin k the lifegain synergy makes up for that. If it does not I will change it back in the future."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Pristine Talisman"}},{"insert":" OUT - "},{"insert":{"card-link":"Enlightened Confidant"}},{"insert":" lifelink and graveyard filling with draw. Genuinely probably the best immediate upgrade from this set even with "},{"insert":{"card-link":"Kwia Vigorbloom"}},{"insert":" and "},{"insert":{"card-link":"Bloombrute"}},{"insert":" being added. (which I haven't even added)"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\t ➼ 10/19/2026\n"},{"insert":{"card-link":"Pick Your Poison"}},{"insert":" OUT - "},{"insert":{"card-link":"Animist's Might"}},{"insert":" IN- Pick Your Poison Is very situational, if they have only one key artifact/ enchantment/ flying body that's the threat than great but you have no control if they have multiple. Plus while not being an enchantment heavy deck we have some really important enchantments/ artifacts that would suck if we had to play Pick Your Poison at that time. Animist Might on the other hand goes crazy, its one of those cards in this deck that really shows you that EDHRec doesn't have every card that is best for your deck to recommend you. "},{"insert":{"card-link":"Animist's Might"}},{"insert":" will always cost 1 since the main purpose is to always use it targeting "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":", but we will not complain using it on a "},{"insert":{"card-link":"Archangel of Thune"}},{"insert":" or just pure removal with a big body. Although essentially, for one mana you get rid of a 6 toughness creature, heal 6 life and then can swing to heal another 3 or if you have "},{"insert":{"card-link":"Cleric Class"}},{"insert":" or "},{"insert":{"card-link":"Liliana the Faultless"}},{"insert":" or any way to just heal one more so you don't have to attack and boom you have your 7 life reached to use Aerith's Raise ability. A fantastic card, I included "},{"insert":{"card-link":"Heroes' Reunion"}},{"insert":" for a small while just to have a 2 mana reanimate with Aerith. This is a 1 mana removal and (almost) reanimate in one card and is just an amazing card for our commander. Also one last thing before I forget we have repetable artifact and enchantment removal with "},{"insert":{"card-link":"Angel of the Ruins"}},{"insert":" and "},{"insert":{"card-link":"Cavalier of Dawn"}},{"insert":". "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":" \n"},{"insert":{"image":"https://media3.giphy.com/media/v1.Y2lkPTc5MGI3NjExZDkxZWpoZ2FrMHQ4N2Zsb2t4NWg1N2Fua2dlYjFhcWJ4MzFuZTAyMiZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/c6EsRlEmxPUQ6jvlIJ/giphy.gif"}},{"insert":"\n"}]}
Commander
Aerith, Last Ancient
Lifelink
Raise — At the beginning of your end step, if you gained life this turn, return target creature card from your graveyard to your hand. If you gained 7 or more life this turn, return that card to the battlefield instead.
Raise — At the beginning of your end step, if you gained life this turn, return target creature card from your graveyard to your hand. If you gained 7 or more life this turn, return that card to the battlefield instead.
Legendary Creature - Human Cleric Druid

Commander
(CTRL to add secondary)
Bombs
Vaultborn Tyrant
Trample
Whenever this creature or another creature you control with power 4 or greater enters, you gain 3 life and draw a card.
When this creature dies, if it's not a token, create a token that's a copy of it, except it's an artifact in addition to its other types.
Whenever this creature or another creature you control with power 4 or greater enters, you gain 3 life and draw a card.
When this creature dies, if it's not a token, create a token that's a copy of it, except it's an artifact in addition to its other types.
Creature - Dinosaur

Bombs
(CTRL to add secondary)
Draw
Enlightened Confidant
Lifelink
At the beginning of your end step, if you gained life this turn, surveil 1. If you put a card with mana value less than or equal to the amount of life you gained this turn into your graveyard this way, put that card into your hand.
At the beginning of your end step, if you gained life this turn, surveil 1. If you put a card with mana value less than or equal to the amount of life you gained this turn into your graveyard this way, put that card into your hand.
Creature - Cleric Kor

Haliya, Guided by Light
Whenever Haliya or another creature or artifact you control enters, you gain 1 life.
At the beginning of your end step, draw a card if you've gained 3 or more life this turn.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
At the beginning of your end step, draw a card if you've gained 3 or more life this turn.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Legendary Creature - Human Soldier

Lifestream's Blessing
Draw X cards, where X is the greatest power among creatures you controlled as you cast this spell. If this spell was cast from exile, you gain twice X life.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

Palantír of Orthanc
At the beginning of your end step, put an influence counter on Palantír of Orthanc and scry 2. Then target opponent may have you draw a card. If that player doesn't, you mill X cards, where X is the number of influence counters on Palantír of Orthanc, and that player loses life equal to the total mana value of those cards.
Legendary Artifact

Draw
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Lifegain
Ajani, Strength of the Pride
+1: You gain life equal to the number of creatures you control plus the number of planeswalkers you control.
−2: Create a 2/2 white Cat Soldier creature token named Ajani's Pridemate with "Whenever you gain life, put a +1/+1 counter on this token."
0: If you have at least 15 life more than your starting life total, exile Ajani and each artifact and creature your opponents control.
−2: Create a 2/2 white Cat Soldier creature token named Ajani's Pridemate with "Whenever you gain life, put a +1/+1 counter on this token."
0: If you have at least 15 life more than your starting life total, exile Ajani and each artifact and creature your opponents control.
Legendary Planeswalker - Ajani

Cleric Class
(Gain the next level as a sorcery to add its ability.)
If you would gain life, you gain that much life plus 1 instead.
: Level 2
Whenever you gain life, put a +1/+1 counter on target creature you control.
: Level 3
When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
If you would gain life, you gain that much life plus 1 instead.
: Level 2
Whenever you gain life, put a +1/+1 counter on target creature you control.
: Level 3
When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
Enchantment - Class

Leyline of Hope
If this card is in your opening hand, you may begin the game with it on the battlefield.
If you would gain life, you gain that much life plus 1 instead.
As long as you have at least 7 life more than your starting life total, creatures you control get +2/+2.
If you would gain life, you gain that much life plus 1 instead.
As long as you have at least 7 life more than your starting life total, creatures you control get +2/+2.
Enchantment

Lifegain
(CTRL to add secondary)
Mill
Summon: Titan
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Mill five cards.
II — Return all land cards from your graveyard to the battlefield tapped.
III — Until end of turn, another target creature you control gains trample and gets +X/+X, where X is the number of lands you control.
Reach, trample
I — Mill five cards.
II — Return all land cards from your graveyard to the battlefield tapped.
III — Until end of turn, another target creature you control gains trample and gets +X/+X, where X is the number of lands you control.
Reach, trample
Creature Enchantment - Saga Giant

Mill
(CTRL to add secondary)
Protection
Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant

Restoration Magic
Tiered (Choose one additional cost.)
• Cure — — Target permanent gains hexproof and indestructible until end of turn.
• Cura — — Target permanent gains hexproof and indestructible until end of turn. You gain 3 life.
• Curaga — — Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.
• Cure — — Target permanent gains hexproof and indestructible until end of turn.
• Cura — — Target permanent gains hexproof and indestructible until end of turn. You gain 3 life.
• Curaga — — Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.
Instant

Shield of the Oversoul
Enchant creature
As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)
As long as enchanted creature is white, it gets +1/+1 and has flying.
As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)
As long as enchanted creature is white, it gets +1/+1 and has flying.
Enchantment - Aura

Smuggler's Surprise
Spree (Choose one or more additional costs.)
+ — Mill four cards. You may put up to two creature and/or land cards from among the milled cards into your hand.
+ — You may put up to two creature cards from your hand onto the battlefield.
+ — Creatures you control with power 4 or greater gain hexproof and indestructible until end of turn.
+ — Mill four cards. You may put up to two creature and/or land cards from among the milled cards into your hand.
+ — You may put up to two creature cards from your hand onto the battlefield.
+ — Creatures you control with power 4 or greater gain hexproof and indestructible until end of turn.
Instant

Tamiyo's Safekeeping
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant

Protection
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Recursion
Restoration Seminar
Return target nonland permanent card from your graveyard to the battlefield.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Recursion
(CTRL to add secondary)
Removal
Cavalier of Dawn
Vigilance
When this creature enters, destroy up to one target nonland permanent. Its controller creates a 3/3 colorless Golem artifact creature token.
When this creature dies, return target artifact or enchantment card from your graveyard to your hand.
When this creature enters, destroy up to one target nonland permanent. Its controller creates a 3/3 colorless Golem artifact creature token.
When this creature dies, return target artifact or enchantment card from your graveyard to your hand.
Creature - Knight Elemental

Removal
(CTRL to add secondary)
Maybeboard
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant

Avatar Destiny
Enchant creature you control
Enchanted creature gets +1/+1 for each creature card in your graveyard and is an Avatar in addition to its other types.
When enchanted creature dies, mill cards equal to its power. Return this card to its owner's hand and up to one creature card milled this way to the battlefield under your control.
Enchanted creature gets +1/+1 for each creature card in your graveyard and is an Avatar in addition to its other types.
When enchanted creature dies, mill cards equal to its power. Return this card to its owner's hand and up to one creature card milled this way to the battlefield under your control.
Enchantment - Aura

Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant

Hedge Shredder
Whenever this Vehicle attacks, you may mill two cards.
Whenever one or more land cards are put into your graveyard from your library, put them onto the battlefield tapped.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Whenever one or more land cards are put into your graveyard from your library, put them onto the battlefield tapped.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle

Jubilation
When this creature enters, creatures you control get +2/+2 and gain trample until end of turn.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature - Elemental Incarnation

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Welcome to The City Of Midgar,\n\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t"},{"attributes":{"underline":true,"bold":true},"insert":"INTRODUCTION"},{"insert":"\n\n\tI will be honest I completely made this deck, because of the "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":" Chocobo track foil card. It is probably one of the prettiest magic cards I have seen and the reason for the creation of this deck. Is Aerith good yes, she is a fun and strong casual commander. Although she might be better served in the 99 instead of the command zone in another Selsyna deck. Despite this, something we cant ignore is her \"Raise\" ability both works as pseudo card draw, when you mill low CMC creatures such as "},{"insert":{"card-link":"Mother of Runes"}},{"insert":" or even constant plains cycling with "},{"insert":{"card-link":"Angel of the Ruins"}},{"insert":", or if you are able to reach that 7 life gain threshold with Aerith on field, then you have just hit the key part of what makes her a great commander, reanimation in the command zone. Overall "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":", is a very solid and fun commander and this brew of hers I would say is mid to low "},{"attributes":{"bold":true},"insert":"bracket 3 optimized"},{"insert":", Especially with game changers I only really run 1 being "},{"insert":{"card-link":"Farewell"}},{"insert":" (which I am thinking of removing). \n\n\t"},{"attributes":{"bold":true},"insert":"The Focus of the deck includes"},{"insert":"\n Running a good amount of mill cards/ sac outlets (prioritizing mill), to make sure "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":" can reanimate as much as possible. Cards such as "},{"insert":{"card-link":"Hermit Druid"}},{"insert":" and "},{"insert":{"card-link":"Perpetual Timepiece"}},{"insert":" are must includes. Sac outlets are also good as for example "},{"insert":{"card-link":"Vaultborn Tyrant"}},{"insert":" and "},{"insert":{"card-link":"Greater Good"}},{"insert":" can allow card draw while also building your board with tokens of "},{"insert":{"card-link":"Vaultborn Tyrant"}},{"insert":". Or simply having your other creatures with good ETB effects to be recurred such as "},{"insert":{"card-link":"Titan of Industry"}},{"insert":" or "},{"insert":{"card-link":"Cavalier of Dawn"}},{"insert":". But do not over emphasize sac as mill is usually what starts the engine running. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":" Each Card serve 3 purposes in the deck, mill, life gain, and draw. While you may see some +1/+1 counter cards such as "},{"insert":{"card-link":"Lathiel, the Bounteous Dawn"}},{"insert":" and "},{"insert":{"card-link":"Archangel of Thune"}},{"insert":" this is not a +1/+1 counters focused deck. This is mainly because they are very strong life gain cards able to buff your board. I tried to stay away from +1/+1 counters as I feel like all the decks that focused on a +1/+1 counters strategy with Aerith in the command zone . Almost never had decent reanimation targets. I would suggest at that point making "},{"insert":{"card-link":"Lathiel, the Bounteous Dawn"}},{"insert":" your commander and "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":"apart of your 99. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":" The deck includes some big threats, that have many different uses such as artifact/ enchantment removal in "},{"insert":{"card-link":"Angel of the Ruins"}},{"insert":", creature removal in "},{"insert":{"card-link":"Cavalier of Dawn"}},{"insert":" or in "},{"insert":{"card-link":"Elesh Norn, Grand Cenobite"}},{"insert":" , and even recurring protection in "},{"insert":{"card-link":"Titan of Industry"}},{"insert":". That once again can all be used to attack first and can be sacrificed with (some of the very limited sac I have) at your second main phase to revive with Aerith at the end of turn. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t"},{"attributes":{"underline":true,"bold":true},"insert":"\tStrategy"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Early Game"},{"insert":"\nThere are 2 main routes you would want to see early, one being better than the other. Mill or Ramp, mill being more important. This commander thrives off of reanimating, if you have nothing to reanimate what are you doing. That is why mill pieces are so important "},{"insert":{"card-link":"Hermit Druid"}},{"insert":", "},{"insert":{"card-link":"Aftermath Analyst"}},{"insert":", "},{"insert":{"card-link":"The Warring Triad"}},{"insert":". All these pieces can help fill your graveyard so when your "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":" is online and ready you can immediately get a decent piece to play immediately. Even "},{"insert":{"card-link":"Aftermath Analyst"}},{"insert":" helped me against a land destruction deck and I greatly outpaced them as I just returned every land I milled and that they destroyed back to the field with aftermath himself and recurring him off of Aerith. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ramp is good because the faster you get mana, means at times you can play the big pieces that are just stuck in your hand from drawing them. A good inclusion is "},{"insert":{"card-link":"Sakura-Tribe Elder"}},{"insert":" which is a great piece of recurring land ramp, as you can block, before the attack goes through then sacrifice "},{"insert":{"card-link":"Sakura-Tribe Elder"}},{"insert":" and the attack fizzles if the attacking creature didn't have trample. So you blocked and ramped all at one, and lets say if you cant hit that 7 life gain or do not have a decent reanimate target, Sakura tribe elder is a nice repeatable land ramp outlet. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn by turn will look like this "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn 1- we have a few 1 CMC spells such as the infamous turn 1 "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Mother of Runes"}},{"insert":", "},{"insert":{"card-link":"Authority of the Consuls"}},{"insert":", "},{"insert":{"card-link":"Serra Ascendant"}},{"insert":" etc."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Turn 2-3 is where we have our land ramp or mill pieces being established, there's really no wrong answer here on what to go for first. Mill may be more important if you already have a way to immediately proc "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":" on your next turn, for example with a "},{"insert":{"card-link":"Serra Ascendant"}},{"insert":" and "},{"insert":{"card-link":"Cleric Class"}},{"insert":"."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"If you had the land Ramp too, playing an early "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":", is not bad especially with a "},{"insert":{"card-link":"Mother of Runes"}},{"insert":" established."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Mid-Game"},{"insert":"\nBecause "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":" is a 4 CMC commander this is usually when you would start summoning her if you haven't already in a prior turn thanks to ramp. I will say during your mid game is where you will feel a little weak, as faster decks may have already established a board state, your engine has not fully started yet. This will get payed off in the late game however. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Despite what I just said people may already start seeing you as a threat cause of one word "},{"attributes":{"italic":true},"insert":"Lifelink"},{"insert":", maybe it is just my pod, but in the words of one of my pod members \"high numbers scare him\" so despite not really having much on board, people may attack you just simply due to the higher life total. Take advantage of Aerith being a 5 toughness commander, only attack with her early if you want a low CMC creature that was milled such "},{"insert":{"card-link":"Mother of Runes"}},{"insert":" or "},{"insert":{"card-link":"Spore Frog"}},{"insert":" or if your able to hit that 7 life threshold. Aerith is the entire engine, while they are other plays you can hard cast with ramp, Aerith makes the deck run more smoothly. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"With some ramp you might even hard play a bomb, such as "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" , despite being a very strong card its inclusion is in the deck more for its mill potential than as a boss monster."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Turn by Turn will look like this"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Turn 4- Honestly its not bad to just hard cast your commander, your commander has the great benefit of simply doing nothing unless she has gained 7 life with by herself she cannot accomplish so she's not a complete Kill on sight commanders unlike others in this game. So threat assessment wise she should be safe in theory unless u have life gain haters. If you do not however you can simply repeat earlier turns with higher CMC such as "},{"insert":{"card-link":"World Shaper"}},{"insert":" if you wish to wait for protection or see if any removal is thrown to someone else's way. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Turn 5 - This is where your game should start, Aerith has no summoning sickness maybe you have a few good pieces in your yard, and have ways to reach 7 life gain with either Aerith attacking or not. This is where possible I try to play my life gain lands such as "},{"insert":{"card-link":"Adventurer's Inn"}},{"insert":" or "},{"insert":{"card-link":"Blossoming Sands"}},{"insert":". As your turns went by you should have a few passive life gain cards maybe "},{"insert":{"card-link":"Haliya, Guided by Light"}},{"insert":", "},{"insert":{"card-link":"Pristine Talisman"}},{"insert":", even though they are only one life gain, "},{"insert":{"card-link":"Cleric Class"}},{"insert":" makes them 2 each, and an Aerith swing gets you 7. Even if you do not have combo pieces you may just have "},{"insert":{"card-link":"Righteous Confluence"}},{"insert":" or another piece which on their own enable your Aerith for a big target."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Turn 6- is pretty much the same as turn 5 maybe you will hard summon a "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" for more consistency. Which is not bad especially if you already had established passive enablers for Aerith such as "},{"insert":{"card-link":"Archangel of Thune"}},{"insert":" or "},{"insert":{"card-link":"Lathiel, the Bounteous Dawn"}},{"insert":" that can help make Aerith gain 7 life without any other commitment from you."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Late Game"},{"insert":"\nThis is where you will feel the strongest, you have multiple recursion pieces in "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":", "},{"insert":{"card-link":"Sun Titan"}},{"insert":" for your protection and draw pieces or even importantly for Voltron matchups "},{"insert":{"card-link":"Spore Frog"}},{"insert":" ((Remember you can have 1 billion hp all it takes is 21 commander dmg to lose)), and even "},{"insert":{"card-link":"Celestine, the Living Saint"}},{"insert":" that combined with some +1/+1 support or "},{"insert":{"card-link":"Rhox Faithmender"}},{"insert":" can easily even reanimate your biggest threat. Plus with all that ramping it is not uncommon to safety get "},{"insert":{"card-link":"Restoration Seminar"}},{"insert":" off as a back up Aerith. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"As said before in the intro all your big bodies have some sort of utility that you can summon depending on what's needed, problematic enchantment and want protection? "},{"insert":{"card-link":"Titan of Industry"}},{"insert":" and "},{"insert":{"card-link":"Angel of the Ruins"}},{"insert":". Single target removal? "},{"insert":{"card-link":"Cavalier of Dawn"}},{"insert":". Want to go wide? "},{"insert":{"card-link":"Avenger of Zendikar"}},{"insert":". This is also why having sac outlets is fantastic and it is going to be my next additions maybe "},{"insert":{"card-link":"Lazotep Quarry"}},{"insert":" for a basic land, as resummoning your powerful ETB triggers on your boss monsters is huge, avenger can easily create 10 tokens on summon. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"There's nothing really to say about late game as you are not doing anything differently, just doing your earlier turns in the most optimal ways as possible. Aerith's board can get very scary with the amount of board Prescence she can reanimate. While maybe adding a guaranteed finisher would be good. For now the deck is in a very good spot. Some finishers to be aware of that you could include is "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":", "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":", "},{"insert":{"card-link":"Akroma's Will"}},{"insert":". "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t"},{"attributes":{"underline":true,"bold":true},"insert":" Cards To Consider"},{"insert":"\nWhile I have my Maybe- Board here are some cards I am thinking of adding,\n"},{"insert":{"card-link":"Akroma's Will"}},{"insert":" as a finisher it is very valuable. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Kwia Vigorbloom"}},{"insert":" - It seems like a interesting new life gain staple."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":" "},{"insert":{"card-link":"Heliod, Sun-Crowned"}},{"insert":" just another +1/+1 counter enabler. Despite me saying i want to stay away from the strategy I like +1/+1 cards that "},{"attributes":{"bold":true},"insert":"synergize"},{"insert":" with "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":" and does not make the deck revolve around +1/+1 Strategy. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The Nuh-Uh squad, "},{"insert":{"card-link":"Dragonlord Dromoka"}},{"insert":", "},{"insert":{"card-link":"Kutzil, Malamet Exemplar"}},{"insert":", "},{"insert":{"card-link":"Jennifer Walters // The Sensational She-Hulk"}},{"insert":". In that order, dragon lord Dromoka serves as a reanimation target we can cheat out, and kutzil allows draw but with very limited ways of getting a higher base damage it is my number 2, is an auto include in a more focused +1/+1 strategy. Jennifer Walters is there simply for the effect no spell effect. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Test of Endurance"}},{"insert":" if you feel cheeky, and is possible with cards like "},{"insert":{"card-link":"Flare of Fortitude"}},{"insert":" and "},{"insert":{"card-link":"Spore Frog"}},{"insert":" can guarantee 2 turns of no life loss if your opponents have no enchantment removal or counterspell's. This enchantment can also be brought back from trash if "},{"insert":{"card-link":"Cavalier of Dawn"}},{"insert":" is destroyed. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Foretell Synergistic cards- "},{"insert":{"card-link":"Ultimate Magic: Holy"}},{"insert":", Negates DMG, WHICH IS VERY IMPORTANT AGAISNT COMMANDER DMG. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"The Queen of Dale"}},{"insert":" - I am debating to add her as she will draw and discards cards you want in the grave and can not hard cast while also making a small token army. She's a really good card for this deck but serves as \"a mill piece\" for heavy top end. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t"},{"attributes":{"underline":true,"bold":true},"insert":"Specific Tech Choices"},{"insert":"\n"},{"insert":{"card-link":"Spore Frog"}},{"insert":" // "},{"insert":{"card-link":"Sun Titan"}},{"insert":" - AS STATED MULTIPLE TIMES, you can have 1 million HP but you will die, come 21 dmg from a commander. "},{"insert":{"card-link":"Spore Frog"}},{"insert":" was so valuable it single handedly made me add "},{"insert":{"card-link":"Sun Titan"}},{"insert":", that way when i want to reanimate spore frog, instead of just reanimating a 1/1, i can reanimate a 6/6 that can also help me get other utility pieces instead incase I do not need Spore Frog in this matchup. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Greater Good"}},{"insert":" - Sac outlet to draw and repeat strong ETB's"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Flare of Fortitude"}},{"insert":" - Honestly same reason as "},{"insert":{"card-link":"Spore Frog"}},{"insert":", needed cards to help save from commander damage as it is Aeriths biggest weakness seeing a "},{"insert":{"card-link":"Tifa Lockhart"}},{"insert":" swinging for 164 dmg or "},{"insert":{"card-link":"Ms. Bumbleflower"}},{"insert":" with flying and also swinging for 60 damage. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t"},{"attributes":{"underline":true,"bold":true},"insert":"Conclusion"},{"insert":"\n\t"},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":" is one of the prettiest cards I've seen in this game with a nice and interesting play twist. Being Selesnya ({G}\\{W} yet having a full on reanimation was something as soon as I saw her I wanted to try to build. Especially as I am the Final Fantasy guy in my group, I have a "},{"insert":{"card-link":"Tidus, Yuna's Guardian"}},{"insert":" , "},{"insert":{"card-link":"Terra, Herald of Hope"}},{"insert":" , "},{"insert":{"card-link":"Y'shtola, Night's Blessed"}},{"insert":" , and "},{"insert":{"card-link":"Tifa Lockhart"}},{"insert":" commander decks. I think Aerith Shines in bracket 3, and has many possibilities on ways to take her as the commander. Outside of that I feel like Aerith may be a tad too slow in bracket 4. As she needs many two different engines to work that being life gain and self-mill. While also having the space for your other good stuff like end game threats, removal and protection. She is slow to start but can quickly create a good board presence that can threaten lethal.\n\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t"},{"attributes":{"underline":true,"bold":true},"insert":"Change Log"},{"insert":"\n\n\t\t\t➼ 08/05/2026 "},{"insert":{"card-link":"Lifestream's Blessing"}},{"insert":" IN - "},{"insert":{"card-link":"Farewell"}},{"insert":" OUT - I think farewell is just too much of a nombo as more time passes. You are a reanimator deck you do not want anything exiled. We still have two board wipes with "},{"insert":{"card-link":"Ajani, Strength of the Pride"}},{"insert":" and"},{"insert":{"card-link":"Cleansing Nova"}},{"insert":". If you're looking for a third board wipe, try "},{"insert":{"card-link":"Austere Command"}},{"insert":" or more importantly with this deck "},{"insert":{"card-link":"Fumigate"}},{"insert":". With Fumigate and because you are green and ramping, with 11 mana (if your Aerith only died the one time) you can fumigate gain x life (hopefully over 7), play "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":", and revive a creature since Aerith does not look for when the life was gained only at the end of turn if you gained life. "},{"insert":{"card-link":"Lifestream's Blessing"}},{"insert":" is in, as it can help draw and life gain especially if you foretell early. \n\t\t\t➼ 08/15/2026\n"},{"insert":{"card-link":"Geier Reach Sanitarium"}},{"insert":" IN - "},{"insert":{"card-link":"Forest"}},{"insert":" 1x OUT - make hermit druid better while discarding bodies u want to reanimate from hand."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":" "},{"insert":{"card-link":"Clever Concealment"}},{"insert":" IN - "},{"insert":{"card-link":"Hedge Shredder"}},{"insert":" OUT - board protection is huge and I personally am not completely in love with hedger shredder, it is possible I add it back in one day."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"\n\t\t\t➼ 09/08/2026\n"},{"insert":{"card-link":"It That Betrays"}},{"insert":" OUT - "},{"insert":{"card-link":"Elesh Norn, Grand Cenobite"}},{"insert":" IN - It that betrays betrayed me, when it was in the GY there was always a better target to reanimate. Then when I did reanimate it was always the target of removal being a giant elderazi. Elesh on the other hand can help against going wide strategies and allowing dmg to go through easier without someone full blocking to trade with my commander. I slept on this card for a while but genuinely a pseudo reanimate board wipe is pretty decent for tokens, as well as buffing all my life gain triggers, as its a perma +2 dmg while shes in the board."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Plains"}},{"insert":" x1 OUT - "},{"insert":{"card-link":"Bala Ged Recovery // Bala Ged Sanctuary"}},{"insert":" - a dual modal card that brings back anything I milled. "},{"insert":{"card-link":"Ajani, Strength of the Pride"}},{"insert":" welcome back, "},{"insert":{"card-link":"Fumigate"}},{"insert":" I needed you etc. Just no reason not to run it outside of paying 5 dollars for a card. But I payed like 120 for the commander soooooo "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Heroes' Reunion"}},{"insert":" OUT - "},{"insert":{"card-link":"Beast Within"}},{"insert":" - Honestly I loved the flexibility "},{"insert":{"card-link":"Heroes' Reunion"}},{"insert":" gave, either allowing me to instantly reanimate a target or even recently comboing to both hit "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":" trigger and than with "},{"insert":{"card-link":"Rhox Faithmender"}},{"insert":" and "},{"insert":{"card-link":"Lathiel, the Bounteous Dawn"}},{"insert":" being able to create 14 +1/+1 counters. But at the end of the day, that was the one time I even needed the card, and I had multiple games where I wished it was anything else. That's why I replaced it with single target removal I always complain about it. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Cleansing Nova"}},{"insert":" OUT - "},{"insert":{"card-link":"Fumigate"}},{"insert":" IN - This hurts cause I love the FFX art, but at the end of the day "},{"insert":{"card-link":"Mother of Runes"}},{"insert":", "},{"insert":{"card-link":"Tamiyo's Safekeeping"}},{"insert":", etc can help protect "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":" while also getting her Raise ability to pop all while being a board wipe seems insane. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\t \t➼ 09/22/2026\n"},{"insert":{"card-link":"Fumigate"}},{"insert":" OUT - "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" - with multiple testing's, Aerith can indeed gain life fast and if it can why not just run an \"you lose button\" the only way to get around this countering \t\t\t\t on entry, or hexproof on a player. If I see aetherflux and wished for a board wipe Ill add "},{"insert":{"card-link":"Fumigate"}},{"insert":" back in for something else."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\t ➼ 10/05/2026\n"},{"insert":{"card-link":"Mother of Runes"}},{"insert":" OUT - "},{"insert":{"card-link":"Liliana the Faultless"}},{"insert":" - what can I say it's mother of runes and "},{"insert":{"card-link":"Soul Warden"}},{"insert":" combined. Yes, it does not give protection and it cost 1 mana, but I thin k the lifegain synergy makes up for that. If it does not I will change it back in the future."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Pristine Talisman"}},{"insert":" OUT - "},{"insert":{"card-link":"Enlightened Confidant"}},{"insert":" lifelink and graveyard filling with draw. Genuinely probably the best immediate upgrade from this set even with "},{"insert":{"card-link":"Kwia Vigorbloom"}},{"insert":" and "},{"insert":{"card-link":"Bloombrute"}},{"insert":" being added. (which I haven't even added)"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\t ➼ 10/19/2026\n"},{"insert":{"card-link":"Pick Your Poison"}},{"insert":" OUT - "},{"insert":{"card-link":"Animist's Might"}},{"insert":" IN- Pick Your Poison Is very situational, if they have only one key artifact/ enchantment/ flying body that's the threat than great but you have no control if they have multiple. Plus while not being an enchantment heavy deck we have some really important enchantments/ artifacts that would suck if we had to play Pick Your Poison at that time. Animist Might on the other hand goes crazy, its one of those cards in this deck that really shows you that EDHRec doesn't have every card that is best for your deck to recommend you. "},{"insert":{"card-link":"Animist's Might"}},{"insert":" will always cost 1 since the main purpose is to always use it targeting "},{"insert":{"card-link":"Aerith, Last Ancient"}},{"insert":", but we will not complain using it on a "},{"insert":{"card-link":"Archangel of Thune"}},{"insert":" or just pure removal with a big body. Although essentially, for one mana you get rid of a 6 toughness creature, heal 6 life and then can swing to heal another 3 or if you have "},{"insert":{"card-link":"Cleric Class"}},{"insert":" or "},{"insert":{"card-link":"Liliana the Faultless"}},{"insert":" or any way to just heal one more so you don't have to attack and boom you have your 7 life reached to use Aerith's Raise ability. A fantastic card, I included "},{"insert":{"card-link":"Heroes' Reunion"}},{"insert":" for a small while just to have a 2 mana reanimate with Aerith. This is a 1 mana removal and (almost) reanimate in one card and is just an amazing card for our commander. Also one last thing before I forget we have repetable artifact and enchantment removal with "},{"insert":{"card-link":"Angel of the Ruins"}},{"insert":" and "},{"insert":{"card-link":"Cavalier of Dawn"}},{"insert":". "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":" \n"},{"insert":{"image":"https://media3.giphy.com/media/v1.Y2lkPTc5MGI3NjExZDkxZWpoZ2FrMHQ4N2Zsb2t4NWg1N2Fua2dlYjFhcWJ4MzFuZTAyMiZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/c6EsRlEmxPUQ6jvlIJ/giphy.gif"}},{"insert":"\n"}]}






























































































