
As an additional cost to cast this spell, you may waterbend . (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for
.)
When Katara enters, draw a card, then discard a card unless her additional cost was paid.
Katara gets +1/+1 for each Lesson card in your graveyard.
Katara is a Dimir value-beater that snowballs as Lesson cards stack in your graveyard, growing larger while you tap your board of creatures and artifacts (and tokens) to cover her waterbend cost for a free card. You play a midrange control game: fill the yard with Lessons via Learn and self-mill, develop a wide token/artifact board to fuel waterbend, then deploy Katara as a recurring card-advantage engine and an evasive threat you suit up to close the game.
Prioritize cheap waterbend fuel (mana rocks, Treasure makers, and token generators) so Katara casts for free and nets a card every time, and add protection like Lightning Greaves and Swiftfoot Boots. Lean into self-mill (Buried Alive, Stitcher's Supplier, Mesmeric Orb) to maximize Lesson count fast, and round out with tutors (Demonic Tutor, Vampiric Tutor) and counterspells to defend your engine. Cap power with a clean Voltron finish—Whispersilk Cloak plus a double-strike or unblockable enabler turns a buffed Katara into a two-swing kill.
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 (BU), by popularity.