
(As this Saga enters and after your draw step, add a lore counter.)
I, II — Scry 2, then draw a card.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Whenever you cast a spell, create a 1/1 colorless Spirit creature token with "This token can't block or be blocked by non-Spirit creatures."
Exhaust — Waterbend : Take an extra turn after this one. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for
. Activate each exhaust ability only once.)
Cast The Legend of Kuruk as a Saga to dig three cards deep over two turns, then it flips into Avatar Kuruk on its third chapter, becoming a token engine that spits out a Spirit every time you cast a spell. From there you flood the board with evasive Spirits while chaining cantrips and counterspells, and the Waterbend exhaust ability lets you tap your whole board to buy a game-ending extra turn.
Lower your curve with one- and two-mana cantrips so every turn produces multiple Spirits, and add spell-copy engines like Thousand-Year Storm and The Mirari Conjecture to double up triggers. Pack heavy ramp (Sol Ring, Mana Vault, fast rocks) plus token generation so the Waterbend cost is realistically payable, and lean into a backup combo or Aetherflux finish. Round out with strong interaction — Fierce Guardianship, Swan Song, and Cyclonic Rift — to protect your engine and survive to the payoff turns.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
→ Infinite turns, Lock
→ Infinite turns, Lock
→ Infinite turns, Lock
→ Infinite turns, Lock
→ Infinite turns, Lock
Combos via Commander Spellbook.
Same color identity (U), by popularity.