
Flying, vigilance
Whenever Appa or another Ally you control enters, creatures you control get +1/+1 and gain flying and vigilance until end of turn.
Flood the board with creatures—especially Allies and tokens—then use Appa's enter trigger to repeatedly pump your team and give it flying and vigilance, swinging in the air for lethal while staying back to block. You build a wide board in the early-mid game and turn each creature entering into an alpha strike enabler.
Add efficient ramp and protection—Smothering Tithe, mana rocks, Swiftfoot Boots, and Teferi's Protection—so Appa lands earlier and survives removal. Lean into recurring token makers and ETB density (Captain's Claws, Hero of Bladehold, Myr Battlesphere effects) to fire the trigger every turn, then top the curve with overrun payoffs like Craterhoof Behemoth and Cathars' Crusade for explosive, repeatable lethal swings.
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 (W), by popularity.