
Whenever you draw your second card each turn, create a 2/2 blue Drake creature token with flying.
Whenever you draw your fifth card each turn, Alandra and Drakes you control each get +X/+X until end of turn, where X is the number of cards in your hand.
Alandra is a mono-blue draw-go deck that turns card advantage into a flying army. Draw your second card each turn to spawn 2/2 Drakes, then chain extra draws to hit your fifth and pump your fliers into lethal threats. You play control early, protect Alandra, and win by going wide with evasive tokens backed by a big hand.
Prioritize draw-doublers (Alhammarret's Archive, Teferi's Ageless Insight, Thought Reflection) so a single spell hits both triggers, and add cheap repeatable draw like Mystic Remora and The Reality Chip. Tighten protection with Heroic Intervention-style mono-blue options (Swiftfoot Boots, Lightning Greaves, counterspells) to keep Alandra alive, and include Thassa's Oracle plus a draw loop for a reliable non-combat win. Trim slow value cards for fast mana like Sol Ring and ramp rocks to deploy Alandra ahead of curve.
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 (U), by popularity.