
Flying
When Aang enters, look at the top five cards of your library. You may put a creature card with mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
When another creature you control leaves the battlefield, transform Aang at the beginning of the next upkeep.
Flying
Land creatures you control have vigilance.
At the beginning of combat on your turn, earthbend 2. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Aang cheats a small creature into play on each cast/recast and flips when a creature leaves the battlefield, so you build a Bant blink/midrange board that loops value ETBs while the back side animates lands as resilient attackers. You curve out, recur Aang to dig and free-drop creatures, and grind incremental advantage until your earthbent lands and flyers close the game.
Add more on-demand blink outlets (Restoration Angel, Ghostly Flicker, Thassa, Deep-Dwelling) and high-impact 4-or-less ETB creatures (Spark Double, Ranger-Captain of Eos, Solitude) to maximize the cheat-in trigger. Tighten the mana with Bant duals, fast mana like Sol Ring and Three Visits, and a board-wide finisher such as Craterhoof or Triumph of the Hordes to convert your land-creatures into lethal. For control, run protection and reset pieces like Teferi's Protection and Heroic Intervention so wipes don't blow out your animated lands.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
No combos found for this commander on Commander Spellbook.
Same color identity (GUW), by popularity.