
Dragonfire Dive — During your turn, Dion and other Knights you control have flying.
When Dion enters, create a 2/2 white Knight creature token.
,
: Exile Dion, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
(As this Saga enters and after your draw step, add a lore counter.)
I, II — Wings of Light — Put a +1/+1 counter on each other creature you control. Those creatures gain flying until end of turn.
III — Gigaflare — Destroy target permanent. Exile Bahamut, then return it to the battlefield (front face up).
Flying
Dion is a mono-white Knights/go-wide commander that builds a board of bodies, then flips into Bahamut to pump the whole team twice and grant flying for surprise alpha strikes. You deploy creatures and anthems early, transform Dion when the board is wide, ride the Wings of Light counters to lethal flying damage, and use Gigaflare as a removal reset that also resets the Saga to do it again. Mono-white lets you lean on efficient stax, taxes, and the deepest catalog of white token and anthem effects.
Add ramp and card advantage to offset white's weaknesses with Smothering Tithe, Land Tax, Skullclamp, and Welcoming Vampire-style draw. Lean into token doublers (Anointed Procession, Mondrak) and counter payoffs (Cathars' Crusade) to make each board buff lethal, and include protection like Teferi's Protection and Flawless Maneuver against wipes. For higher power, add Akroma's Will and an Approach of the Second Sun or a wide-board overrun like Craterhoof-equivalent white finishers such as True Conviction.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
→ Infinite ETB, Infinite LTB, Infinite death triggers
Combos via Commander Spellbook.
Same color identity (W), by popularity.