873 views18 hrs ago
Commander
Size: 100Salt sum: 38.65
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CommanderKiren

873 views18 hrs ago
Commander
Size: 100Salt sum: 38.65

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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

Qty: 1 Price: $129.99
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.
Legendary Creature - Human Cleric Druid
Aerith, Last Ancient (fic) 471

Commander

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Anthem

Qty: 1 Price: $24.99
Elesh Norn, Grand Cenobite
Vigilance
Other creatures you control get +2/+2.
Creatures your opponents control get -2/-2.
Legendary Creature - Praetor Phyrexian
Elesh Norn, Grand Cenobite (mul) 3

Anthem

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Bombs

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Avenger of Zendikar
When this creature enters, create a 0/1 green Plant creature token for each land you control.
Landfall — Whenever a land you control enters, you may put a +1/+1 counter on each Plant creature you control.
Creature - Elemental
Avenger of Zendikar (ecc) 98
Lumra, Bellow of the Woods
Reach, vigilance
Lumra's power and toughness are each equal to the number of lands you control.
When Lumra enters, mill four cards. Then return all land cards from your graveyard to the battlefield tapped.
Legendary Creature - Elemental Bear
Lumra, Bellow of the Woods (blb) 183
Titan of Industry
Reach, trample
When this creature enters, choose two —
• Destroy target artifact or enchantment.
• Target player gains 5 life.
• Create a 4/4 green Rhino Warrior creature token.
• Put a shield counter on a creature you control.
Creature - Elemental
Titan of Industry (ecc) 117
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.
Creature - Dinosaur
Vaultborn Tyrant (pbig) 20p

Bombs

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Draw

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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.
Creature - Cleric Kor
Enlightened Confidant (fra) 5
Exemplar of Light
Flying
Whenever you gain life, put a +1/+1 counter on this creature.
Whenever you put one or more +1/+1 counters on this creature, draw a card. This ability triggers only once each turn.
Creature - Angel
Exemplar of Light (fdn) 11
Greater Good
Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards.
Enchantment
Greater Good (afc) 160
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.)
Legendary Creature - Human Soldier
Haliya, Guided by Light (eoe) 19
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.)
Instant
Lifestream's Blessing (fic) 67
Momentous Fall
As an additional cost to cast this spell, sacrifice a creature.
You draw cards equal to the sacrificed creature's power, then you gain life equal to its toughness.
Instant
Momentous Fall (jmp) 411
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
Palantír of Orthanc (ltr) 247
Selvala, Explorer Returned
Parley —
: Each player reveals the top card of their library. For each nonland card revealed this way, add
and you gain 1 life. Then each player draws a card. (Activate only as an instant.)
Legendary Creature - Elf Scout
Selvala, Explorer Returned (sld) 1914
The Gaffer
At the beginning of each end step, if you gained 3 or more life this turn, draw a card.
Legendary Creature - Peasant Halfling
The Gaffer (ltc) 12

Draw

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Land

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Adventurer's Inn
When this land enters, you gain 2 life.
: Add
.
Land - Town
Adventurer's Inn (fin) 271
Blossoming Sands
This land enters tapped.
When this land enters, you gain 1 life.
: Add
or
.
Land
Blossoming Sands (tdm) 251
Brokers Hideout
When this land enters, sacrifice it. When you do, search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
Land
Brokers Hideout (snc) 248
Cabaretti Courtyard
When this land enters, sacrifice it. When you do, search your library for a basic Mountain, Forest, or Plains card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
Land
Cabaretti Courtyard (eoc) 151
Canopy Vista
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Forest
Canopy Vista (fic) 378
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 233
Forest
(
: Add
.)
Basic Land - Forest
Forest (msh) 295
Geier Reach Sanitarium
: Add
.
,
: Each player draws a card, then discards a card.
Legendary Land
Geier Reach Sanitarium (lcc) 335
Graypelt Refuge
This land enters tapped.
When this land enters, you gain 1 life.
: Add
or
.
Land
Graypelt Refuge (ltc) 316
High Market
: Add
.
, Sacrifice a creature: You gain 1 life.
Land
High Market (fic) 402
Hushwood Verge
: Add
.
: Add
. Activate only if you control a Forest or a Plains.
Land
Hushwood Verge (dsk) 261
Kabira Crossroads
This land enters tapped.
When this land enters, you gain 2 life.
: Add
.
Land
Kabira Crossroads (j25) 768
Lush Portico
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Plains Forest
Lush Portico (mkm) 263
Plains
(
: Add
.)
Basic Land - Plains
Plains (msh) 288
Radiant Fountain
When this land enters, you gain 2 life.
: Add
.
Land
Radiant Fountain (c21) 310
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (soc) 400
Secluded Steppe
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Secluded Steppe (eoc) 177
Sunpetal Grove
This land enters tapped unless you control a Forest or a Plains.
: Add
or
.
Land
Sunpetal Grove (msc) 272
Temple Garden
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Forest
Temple Garden (trk) 301
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (mh3) 440

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Lifegain

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Aetherflux Reservoir
Whenever you cast a spell, you gain 1 life for each spell you've cast this turn.
Pay 50 life: This artifact deals 50 damage to any target.
Artifact
Aetherflux Reservoir (plst) KLD-192
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.
Legendary Planeswalker - Ajani
Ajani, Strength of the Pride (j22) 141
Angel of Vitality
Flying
If you would gain life, you gain that much life plus 1 instead.
This creature gets +2/+2 as long as you have 25 or more life.
Creature - Angel
Angel of Vitality (j25) 162
Archangel of Thune
Flying
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Whenever you gain life, put a +1/+1 counter on each creature you control.
Creature - Angel
Archangel of Thune (mar) 41
Authority of the Consuls
Creatures your opponents control enter tapped.
Whenever a creature an opponent controls enters, you gain 1 life.
Enchantment
Authority of the Consuls (fic) 232
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.
Enchantment - Class
Cleric Class (plst) AFR-6
Gnaw to the Bone
You gain 2 life for each creature card in your graveyard.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Gnaw to the Bone (plst) ISD-183
Lathiel, the Bounteous Dawn
Lifelink
At the beginning of each end step, if you gained life this turn, distribute up to that many +1/+1 counters among any number of other target creatures.
Legendary Creature - Unicorn
Lathiel, the Bounteous Dawn (cmr) 285
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.
Enchantment
Leyline of Hope (dsk) 369
Liliana the Faultless
Whenever another creature or planeswalker you control enters, you gain 1 life.
,
, Discard a card: Another target creature or planeswalker you control gains hexproof until end of turn.
Legendary Creature - Human Cleric
Liliana the Faultless (fra) 200
Rhox Faithmender
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
If you would gain life, you gain twice that much life instead.
Creature - Monk Rhino
Rhox Faithmender (j25) 245
Serra Ascendant
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
As long as you have 30 or more life, this creature gets +5/+5 and has flying.
Creature - Human Monk
Serra Ascendant (ima) 31

Lifegain

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Mill

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Aftermath Analyst
When this creature enters, mill three cards. (Put the top three cards of your library into your graveyard.)
, Sacrifice this creature: Return all land cards from your graveyard to the battlefield tapped.
Creature - Elf Detective
Aftermath Analyst (mkm) 148
Hermit Druid
,
: Reveal cards from the top of your library until you reveal a basic land card. Put that card into your hand and all other cards revealed this way into your graveyard.
Creature - Human Druid
Hermit Druid (inr) 202
Icetill Explorer
You may play an additional land on each of your turns.
You may play lands from your graveyard.
Landfall — Whenever a land you control enters, mill a card.
Creature - Scout Insect
Icetill Explorer (eoe) 343
Malevolent Rumble
Reveal the top four cards of your library. You may put a permanent card from among them into your hand. Put the rest into your graveyard. Create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add
."
Sorcery
Malevolent Rumble (mh3) 161
Millikin
, Mill a card: Add
. (Activate only as an instant. To mill a card, put the top card of your library into your graveyard.)
Creature Artifact - Construct
Millikin (fic) 352
Perpetual Timepiece
: Mill two cards. (Put the top two cards of your library into your graveyard.)
, Exile this artifact: Shuffle any number of target cards from your graveyard into your library.
Artifact
Perpetual Timepiece (soc) 354
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
Creature Enchantment - Saga Giant
Summon: Titan (fin) 373
The Warring Triad
Flying, trample, haste
As long as there are fewer than eight cards in your graveyard, The Warring Triad isn't a creature.
, Mill a card: Target player adds one mana of any color. (Activate only as an instant.)
Legendary Creature Artifact - God
The Warring Triad (fic) 99
World Shaper
Whenever this creature attacks, you may mill three cards.
When this creature dies, return all land cards from your graveyard to the battlefield tapped.
Creature - Merfolk Shaman
World Shaper (otc) 214

Mill

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Protection

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Adept Watershaper
Other tapped creatures you control have indestructible.
Creature - Cleric Merfolk
Adept Watershaper (ecl) 3
Caduceus, Staff of Hermes
Equipped creature has lifelink.
As long as you have 30 or more life, equipped creature gets +5/+5 and has indestructible and "Prevent all damage that would be dealt to this creature."
Equip
Legendary Artifact - Equipment
Caduceus, Staff of Hermes (acr) 2
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.)
Instant
Clever Concealment (fic) 236
Flare of Fortitude
You may sacrifice a nontoken white creature rather than pay this spell's mana cost.
Until end of turn, your life total can't change, and permanents you control gain hexproof and indestructible.
Instant
Flare of Fortitude (mh3) 26
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.
Instant
Restoration Magic (fin) 30
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.
Enchantment - Aura
Shield of the Oversoul (plst) SHM-242
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.
Instant
Smuggler's Surprise (otj) 180
Spore Frog
Sacrifice this creature: Prevent all combat damage that would be dealt this turn.
Creature - Frog
Spore Frog (mh1) 180
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
Tamiyo's Safekeeping (neo) 211

Protection

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Ramp

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Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (fic) 335
Gala Greeters
Alliance — Whenever another creature you control enters, choose one that hasn't been chosen this turn —
• Put a +1/+1 counter on this creature.
• Create a tapped Treasure token.
• You gain 2 life.
Creature - Elf Druid
Gala Greeters (snc) 148
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (fic) 311
Rampant Growth
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Sorcery
Rampant Growth (fic) 313
Sakura-Tribe Elder
Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Creature - Shaman Snake
Sakura-Tribe Elder (tdc) 266
Sol Ring
: Add
.
Artifact
Sol Ring (fic) 357
Talisman of Unity
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Unity (scd) 284
The Wind Crystal
White spells you cast cost
less to cast.
If you would gain life, you gain twice that much life instead.
,
: Creatures you control gain flying and lifelink until end of turn.
Legendary Artifact
The Wind Crystal (fin) 43
Three Visits
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Sorcery
Three Visits (fic) 315

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Recursion

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Bala Ged Recovery
Return target card from your graveyard to your hand.
Sorcery
Bala Ged Recovery // Bala Ged Sanctuary (plst) ZNR-180Bala Ged Recovery // Bala Ged Sanctuary (plst) ZNR-180
Celestine, the Living Saint
Flying, lifelink
Healing Tears — At the beginning of your end step, return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of life you gained this turn.
Legendary Creature - Human Warrior
Celestine, the Living Saint (40k) 10
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.)
Sorcery - Lesson
Restoration Seminar (sos) 30
Sun Titan
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Creature - Giant
Sun Titan (fic) 254

Recursion

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Removal

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Angel of the Ruins
Flying
When this creature enters, exile up to two target artifacts and/or enchantments.
Plainscycling
(
, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Creature Artifact - Angel
Angel of the Ruins (fic) 229
Animist's Might
This spell costs
less to cast if it targets a legendary creature you control.
Target creature you control deals damage equal to twice its power to target creature or planeswalker you don't control.
Sorcery
Animist's Might (mat) 20
Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Instant
Beast Within (msc) 169
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.
Creature - Knight Elemental
Cavalier of Dawn (m20) 10
Righteous Confluence
Choose three. You may choose the same mode more than once.
• Create a 2/2 white Knight creature token with vigilance.
• Exile target enchantment.
• You gain 5 life.
Sorcery
Righteous Confluence (cmm) 53
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (fic) 256

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Tutor

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Fauna Shaman
,
, Discard a creature card: Search your library for a creature card, reveal it, put it into your hand, then shuffle.
Creature - Elf Shaman
Fauna Shaman (bro) 179

Tutor

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Maybeboard

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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.
Instant
Akroma's Will (m3c) 165
Anti-Venom, Horrifying Healer
When Anti-Venom enters, if he was cast, return target creature card from your graveyard to the battlefield.
If damage would be dealt to Anti-Venom, prevent that damage and put that many +1/+1 counters on him.
Legendary Creature - Hero Symbiote
Anti-Venom, Horrifying Healer (spm) 1
Aura Shards
Whenever a creature you control enters, you may destroy target artifact or enchantment.
Enchantment
Aura Shards (plst) CMD-182
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.
Enchantment - Aura
Avatar Destiny (tla) 165
Bountiful Promenade
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Bountiful Promenade (msc) 226
Brilliant Wings
Flash
Enchant creature you control
Enchanted creature has flying and hexproof.
Whenever a creature you control enters, you may pay
. If you do, attach this Aura to that creature.
Enchantment - Aura
Brilliant Wings (fic) 454
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.)
Instant
Clever Concealment (fic) 236
Farewell
Choose one or more —
• Exile all artifacts.
• Exile all creatures.
• Exile all enchantments.
• Exile all graveyards.
Sorcery
Farewell (fic) 242
Flawless Maneuver
If you control a commander, you may cast this spell without paying its mana cost.
Creatures you control gain indestructible until end of turn.
Instant
Flawless Maneuver (c20) 26
Fumigate
Destroy all creatures. You gain 1 life for each creature destroyed this way.
Sorcery
Fumigate (eoc) 65
Generous Gift
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
Instant
Generous Gift (blc) 106
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.)
Artifact - Vehicle
Hedge Shredder (dsk) 183
Heroes' Reunion
Target player gains 7 life.
Instant
Heroes' Reunion (rtr) 168
Honor Troll
Vigilance
If you would gain life, you gain that much life plus 1 instead.
This creature gets +2/+1 as long as you have 25 or more life.
Creature - Druid Troll
Honor Troll (stx) 134
It That Betrays
Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents of their choice.)
Whenever an opponent sacrifices a nontoken permanent, put that card onto the battlefield under your control.
Creature - Eldrazi
It That Betrays (cmm) 805
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.)
Creature - Elemental Incarnation
Jubilation (ecc) 17
Kwia Vigorbloom
Flying, vigilance, lifelink, ward

Whenever you gain life, create a colorless artifact token named Lotus with "
, Sacrifice this token: Add three mana of any one color." This ability triggers only once each turn.
Legendary Creature - Elder Sphinx
Kwia Vigorbloom (fra) 140
Lazotep Quarry
: Add
.
, Sacrifice a creature: Add one mana of any color.
,
, Sacrifice a Desert: Exile target creature card with mana value X from your graveyard. Create a token that's a copy of it, except it's a 4/4 black Zombie. Activate only as a sorcery.
Land - Desert
Lazotep Quarry (m3c) 131
Mangara, the Diplomat
Lifelink
Whenever an opponent attacks with creatures, if two or more of those creatures are attacking you and/or planeswalkers you control, draw a card.
Whenever an opponent casts their second spell each turn, draw a card.
Legendary Creature - Human Cleric
Mangara, the Diplomat (fca) 25
Mole Module
Menace
Whenever this Vehicle deals combat damage to a player, mill four cards. You may put a permanent card from among them onto the battlefield.
Crew 2
Artifact - Vehicle
Mole Module (tmc) 40
Mother of Runes
: Target creature you control gains protection from the color of your choice until end of turn.
Creature - Human Cleric
Mother of Runes (plst) DDO-20
Nyxbloom Ancient
Trample
If you tap a permanent for mana, it produces three times as much of that mana instead.
Creature Enchantment - Elemental
Nyxbloom Ancient (thb) 190
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (fic) 248
Pick Your Poison
Choose one —
• Each opponent sacrifices an artifact of their choice.
• Each opponent sacrifices an enchantment of their choice.
• Each opponent sacrifices a creature with flying of their choice.
Sorcery
Pick Your Poison (mkm) 170
Selfless Spirit
Flying
Sacrifice this creature: Creatures you control gain indestructible until end of turn.
Creature - Cleric Spirit
Selfless Spirit (soc) 167
Serene Offering
Destroy target enchantment. You gain life equal to its mana value.
Instant
Serene Offering (tmp) 40
Smuggler's Share
At the beginning of each end step, draw a card for each opponent who drew two or more cards this turn, then create a Treasure token for each opponent who had two or more lands enter the battlefield under their control this turn.
Enchantment
Smuggler's Share (mkc) 84
Titania, Nature's Force
You may play Forests from your graveyard.
Whenever a Forest you control enters, create a 5/3 green Elemental creature token.
Whenever an Elemental you control dies, you may mill three cards.
Legendary Creature - Elemental
Titania, Nature's Force (dsc) 202
Vastlands Scavenger
Deathtouch
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Druid Bear
Vastlands Scavenger // Bind to Life (sos) 166
Vernal Sovereign
Whenever this creature enters or attacks, create a green and white Elemental creature token with "This token's power and toughness are each equal to the number of creatures you control."
Creature - Elemental Elk
Vernal Sovereign (ecc) 135
Weather the Storm
You gain 3 life.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Instant
Weather the Storm (sta) 58

Maybeboard

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Deck Info

Deck stats

45 pips - 31 cards
20 mana - 20 cards
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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"}]}
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