
Aloy, Savior of Meridian
Color Identity
Details
Mana Value
5
Special Set
Universes Beyond
Popularity
#1,888
of 3,381 commanders · via EDHREC
Card Text
Legendary Creature — Human Warrior
Vigilance, reach
In You, All Things Are Possible — Whenever one or more artifact creatures you control attack, discover X, where X is the greatest power among them. (Exile cards from the top of your library until you exile a nonland card with that mana value or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
3/5
Playstyle
Midrange · Steady · Minimal interaction · Wins by combat
- Aggression
- 3 of 5
- Speed
- 2 of 5
- Interaction
- 1 of 5
- Combat
- 4 of 5
- Engine
- 4 of 5
- Complexity
- 3 of 5
Card Price
Strategy Guides
Artifacts Strategy Guide
Artifact decks are for players who want cheap permanents, mana rocks, and utility pieces to become one connected engine. This strategy wants to build artifact count and mana density, using artifact commanders, cost reducers, Treasure, recursion, and untap effects, to win through construct armies, loops, or artifact payoffs. Unlike Equipment, it cares about every artifact rather than just weapons, and unlike Ramp it turns the mana rocks themselves into the engine instead of only casting bigger spells. The best artifact decks EDH players build reward careful sequencing because each small piece can convert the next piece into more mana or cards.
+1/+1 Counters Strategy Guide
+1/+1 counter decks are for players who want small creature upgrades to become permanent pressure across the board. This strategy wants to grow creatures over several turns, using +1/+1 counter commanders, counter doublers, and counter payoffs, to win through combat damage from creatures that keep getting larger. Unlike Tokens, Counters grows creatures over time instead of making many bodies, and unlike Voltron it spreads power beyond one attacker; unlike Proliferate, it focuses on +1/+1 growth rather than every counter type, while Infect is a separate poison plan. Counters matter decks reward pilots who sequence early creatures, multipliers, and protection so each trigger converts into lasting board presence.
Ramp Strategy Guide
Ramp decks are for players who want to spend the early game accelerating so later turns happen ahead of schedule. This strategy wants to build more mana than the table, using mana ramp EDH staples, extra land drops, dorks, and rocks, to win through earlier threats, large spells, or a resource lead opponents must answer. Ramp is different from Landfall because acceleration is the point, and different from Big Mana because it is the engine rather than the payoff. The best ramp commanders reward extra mana sources while still giving you something meaningful to cast.
Aggro Strategy Guide
Aggro decks are for players who want to commit threats early, attack often, and make combat math matter every turn. This strategy wants to pressure all opponents with efficient attackers, using anthems, haste, attack triggers, extra combats, and aggro commanders, to win through repeated combat damage before slower engines stabilize. In Commander that still means pushing through 120 total damage, so go-wide aggro EDH decks need refueling and scaling damage rather than only fast starts. Aggro differs from Tokens because it focuses on attacking with the bodies, from Voltron because it spreads pressure across many creatures, and from Infect because it deals life-total damage instead of poison.
Appears in These Collections
Similar Commanders
Popular Commanders
| # | Commander | Identity | Strategy | Price |
|---|---|---|---|---|
| 01 | Mill | $1.08 | ||
| 02 | Extra Combats | $0.51 | ||
| 03 | Treasure | $42.29 | ||
| 04 | Aristocrats | $4.82 | ||
| 05 | Lands Matter | $12.79 | ||
| 06 | Group Hug | $5.62 | ||
| 07 | Equipment | $7.87 | ||
| 08 | +1/+1 Counters | $3.48 |








