Aurelia, the Warleader
Legendary Creature — Angel
Flying, vigilance, haste
Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.
|Have (5)||orzhov_is_relatively_okay819 , abby315 , , sepheroth119 , Obsolete|
|Want (2)||tgger000 , morphling85|
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
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Latest Decks as Commander
Aurelia, the Warleader Discussion
3 weeks ago
If you like the idea of a 5 c voltron/control commander. Check out Sisay, Weatherlight Captain. She can be an awesome voltron commander that gets pumped with other legendary creatures being on the field. Utilize a variety of equipment to fulfill the voltron requirement.
As for the control aspect, being all five colors gives you multiple options, but it is her activated ability which shines. Want to lock out some high cmc non-creature spells? Grab Gaddock Teeg. Need to stop a token swarm? Elesh Norn, Grand Cenobite. Slow down some aggressive decks? Thalia, Heretic Cathar. Need an extra combat? Aurelia, the Warleader. Sisay is a tool box commander that excels with voltron and has the ability to utilize some busted combos when it’s time to end the game. It’s a fun deck that can play as linear or erratic as you want. Super fun commander and one that I highly recommend. Plus it’s a way to utilize all those legendary cards sitting in a binder with no home!
2 months ago
Buckle up, this will be lengthy....Some important things I always consider when choosing a voltron commander:
1) Does my commander have built in evasion or protection. These are crucial because they require less investment into auras/equipment that protect/grant evasion to your commander, freeing up slots for other cards
2) How hard is it for my commander to reach the holy "power of 7". Ideally you want your commander to reach 7 or more power so you need fewer hits to kill an opponent. Why 7 you ask? Because there is a near step-function difference in success between 4 attacks to kill someone and 3 attacks to kill someone (in my experience).
3) Equipment/aura synergies. Some commanders have built in synergies that make them more ideal for either equipment or aura strategies.
4) Casting cost. If your commander dies, and it will, likely multiple times, can you recast them easily?
4.5) Haste. I put this one as part of #4 because if I am playing a high cmc voltron commander, they better have haste so I can immediately try to kill someone.
With those ideas in mind, here are some voltron options that I like:
Dragonlord Ojutai, my personal commander. Has built in evasion, protection, and card advantage. Moderate CMC and hits like a truck (5 starting power)
Bruna, Light of Alabaster, one of the top aura commanders out there. Has built in evasion, but her high cmc and no native protection makes her a lighting rod for removal. If you can have her survive until she attacks, it's basically game over.
Aurelia, the Warleader, arguably one of the strongest voltron commanders out there. Has built in haste and evasion. Her extra combat ability makes here very deadly and can kill someone out of nowhere. Her high cmc makes her a little more of a challenge to pilot though. Goes infinite with Helm of the Host.
Akiri, Fearless Voyager, another top voltron commander. She has built in protection and card advantage in Boros which is a major plus. She has low cmc, but is pretty small and has no evasion meaning she needs extra help to kill someone.
Akiri, Line-Slinger + anyone (blue is nice for protection): Hands down the strongest "fair" voltron commander out there. Costs a low, low 2 mana, has first strike making her a headache to block, and her passive pump ability makes her able to kill at least one person before they are even set up.
Bruenor Battlehammer: Kind of an overlooked one from AFR, but this guy slaps. He has moderate cmc, can freely equip one equipment per turn, and has the Akiri pump ability. No evasion though.
Kediss, Emberclaw Familiar + Sengir, the Dark Baron: I don't actually think this one is very good. I just think the chance to oneshot the entire table with these two is hilarious (something I was able to do in the Commander Legends draft format).
Zurgo Helmsmasher: Has haste, built in protection, and already starts at 7 power. No built in evasion, but he can grow in size all on his own. His color wedge is also great for tutoring, removal, and protection.
Galea, Kindler of Hope: Haven't had much experience with this new one, but her free aura attach ability, moderate cmc, and card advantage by playing auras off the top of your library seems pretty strong.
Ardenn, Intrepid Archeologist + anyone (I like Rograkh, Son of Rohgahh or Akiri, Line-Slinger): This guy isn't really going to be killing anyone himself, but his ability will save you a ton of mana on equip costs which allows you to keep up mana for interaction or protection.
Thrun, the Last Troll: Mono green isn't as strong as white for equipment, but it can do aura's surprisingly well. Being uncounterable, having OG hexproof, and being able to regenerate himself makes Thrun very tough to kill.
Godo, Bandit Warlord: I have to mention this one since he is the only true cEDH voltron commander.
2 months ago
Blackgate, I started playing Magic waaaaay back in 2005 but I stopped because I thought it was pretty dumb. Many, many years later I gave it a second shot when Magic: Origins released. I got hooked and began buying loose Walmart packs. They had a large amount of Tarkir, Zendikar, Ravnica and Theros. My very first mythic was Keranos, God of Storms followed quickly by an Iroas, God of Victory and Aurelia, the Warleader.
Being a natural-born Tim, I mashed them all together in an 83 card 5c deck and promptly lost every single game, ever.
Distraught I nearly gave up, but decided to try again. That's when I discovered the power of
- T R I B A L
- S Y N E R G Y
within the Madcow Clan. Minotaur became my absolute wrecking force where I would dominate casual play groups. It would later defeat a local championship winning Elfball deck.
Later still, in Ixalan, we saw our first on-card Minotaur Planeswalker, Angrath. I was enthralled and went out to buy the Angrath, Minotaur Pirate theme deck and, believe it or not, pulled an Angrath, the Flame-Chained in one of the booster packs that came with them.
Needless to say, my heart exploded.
3 months ago
So, obviously I need a Naya Commander, be it singular or some combination of Partners. While it is true I could always go Najeela, the Blade-Blossom, I really don't want to. I feel like she's overused and I don't intend to run Dimir, even if I could add more utility to the deck. I want it to be strictly Naya.
I know that because I want Wulfgar and Adriana, I need to focus on attacking as much as possible during combat. Good Commanders for this are:
These two have actual attack triggers, though I am unsure how much of the deck, if any, will utilize tokens, which thus makes Ghired a little bit lackluster. And given how Melee works, I need to declare as an attacker anyways. Therefore the token Ghired populates would not trigger Melee.
So this sounds like Gahiji, Honored One, as she gives the +2/+0 to everyone. What's nice is that Wulfgar doubles this into +4/+0 and Adriana gives Melee on top of it, for a potential +3/+3. With them both combined, you'd see two triggers of Melee and two triggers of +2/+0 for a total of +10/+6 on everything, assuming they are both out.
That sounds supremely awesome and overpowered and broken.
But my concern comes in the form of removal. Once Wulfgar and / or Adriana are off the battlefield and in the graveyard, it feels like it would be extremely difficult to get them back.
Following that logic, would it actually make more sense to build around Rienne, Angel of Rebirth?
Or does the community have better ideas? I'm also looking at Bruse Tarl, Boorish Herder possibly partnered up with Kodama of the East Tree, as this gives me both an incredibly powerful attack trigger to kick off of, but also a means to help cheat some larger creatures into play, essentially doubling my efforts each turn.
I basically want the deck to be able to stand on it's own two legs, but kick off when Wulfgar or Adriana hit the field, and become a dominating presence when both land.
I mean, Wulfgar of Icewind Dale doubling Aurelia, the Warleader is just immensely brutal, especially with Adriana, Captain of the Guard triggering Melee off of everyone during what amounts to all three combat steps. Seriously, that's Melee on all three of them and Wulfgar doubles each time. So by the third combat phase, you're at +18/+18.
- +3/+3 for attacking all three opponents
- 2x for Wulfgar
- +3/+3 again during the 2nd phase
- 2x for Wulfgar
- +3/+3 for the final phase
- 2x for Wulfgar
- +6/+6 + +6/+6 + +6/+6 = +18/+18 by the end of it.
All of this said, I'm thinking the wisest option is Rienne, Angel of Rebirth since she helps protect against death. What's everyone else think, though?
Rienne's 5/4 body would also be bumped to 8/7 on Adriana and with Wulfgar, an additional +3/+3 to a total of 11/10. If you happen to have Aurelia, the Warleader or someone such as Bruse Tarl, Boorish Herder for double strike, that's a 1-shot kill due to Commander Damage.
I think I'm talking myself into running Rienne, Angel of Rebirth but I want to be sold on it by the community. I feel like I'm missing something here... Am I?
3 months ago
Let's take this from the top and answer questions one at a time.
First, as long as you attack with both of them and exert Combat Celebrant during one of your attacks, you'll get three combat phases. Whether or not you can attack during all of them will depend on how you stack things.
You're correct that if you exert Combat Celebrant during your first combat (assuming you're also attacking with Aurelia, the Warleader) one of their untaps will be wasted and you won't be able to attack three times with non-vigilance creatures.
The order doesn't have any bearing on your question, because both Celebrant and Aurelia untap your creatures during the resolution of their triggered abilities, so it doesn't matter whose phase is when. Once created, they're identical. Notably, neither of them create a delayed trigger to untap your creatures at the beginning of the extra combat phase.
You can, however, totally stack the triggers how you like, since they're triggering off the same event (attacking). It just won't change the outcome.
Whenever you create another phase, it gets inserted right then. Both Aurelia and Celebrant create a combat phase "after this phase." Let's say you stacked Celebrant below and Aurelia on top. Aurelia will resolve, untap your creatures, and insert an additional combat phase after this combat phase. Celebrant will then resolve, untap your creatures, and insert an additional combat phase after this phase (before the phase created by Aurelia). These both happen during your initial declare attackers step.
With all that said, the correct answer is, as you said, to swing, get the untap and extra combat from Aurelia, then in the next combat swing and exert Celebrant for a third combat phase, then swing one more time. If you don't think you can keep Celebrant alive, hold it back in the first combat so that you can swing with it in the second to exert for value.
Notably, Combat Celebrant won't untap at the beginning of your next turn, but since Aurelia's attack trigger doesn't specify attacking creatures, you can swing Aurelia on your next turn, untap everything (Celebrant included), and swing and exert Celebrant again during your second combat phase to triple up again. Aurelia pairs very well with exert creatures to let you use their powerful abilities every turn.
3 months ago
How would I go about triggering exert on Combat Celebrant with Aurelia, the Warleader in order to achieve three combats? So, the way I think this works (doing it the wrong way) is the following: attack with everything and exert the Celebrant. Aurelia triggers and untaps all attackers and the Celebrant additional combat , along with his untap (that gets wasted because Aurelia already untapped everything) goes on the stack to immediately resolve as the next combat so nothing will untap for the third combat and theoretically only Aurelia will be able to attack barring that I don't have any vigilance creatures or giving my board vigilance somehow.
Am I not able to stack the combat triggers how I want them to resolve? Like, why can't I say I want the Aurelia additional combat to resolve first, and then the Celebrant combat following that so I can untap everything? I guess the smart way to do this would be to exert the Celebrant after the additional Aurelia combat, but I am still unclear as to why I can't stack the combats how I want to stack them. Maybe someone can explain this interaction and additional combats in a way that a simpleton (me) can understand it lol.
5 months ago
KBK7101 Thank you so much! I thought a multicolored matters deck would be a fun thought experiment. I was keeping Agrus Kos, Wojek Veteran for his Boros status, but I think you are right, more punch would benefit the deck more. I have my eye on a couple of upgrades once I get a better feel for the deck, namely Aurelia, the Warleader and Waves of Aggression . Great advice overall!
5 months ago
I did consider Augusta, Dean of Order for this deck, but I don’t prefer it over the other untap options. It’s basically giving us half the effect of Aurelia, the Warleader . If adding another such effect, I want it to also give me an extra combat step. I also prefer Seedborn Muse and Seeker of Skybreak over the dean. The Muse has great potential with our mana sinks and Seeker of Skybreak allows for bursts of mana to play our expensive spells very early.