Avatar Aang // Aang, Master of Elements
Avatar Aang // Aang, Master of Elements (back)

Avatar Aang // Aang, Master of Elements

Color Identity

B mana
G mana
R mana
U mana
W mana

Details

Mana Value

4

Special Set

Universes Beyond

Popularity

#1,262

of 3,466 commanders · via EDHREC

Card Text

Legendary Creature — Human Avatar Ally // Legendary Creature — Avatar Ally

Flying, firebending 2

Whenever you waterbend, earthbend, firebend, or airbend, draw a card. Then if you've done all four this turn, transform Avatar Aang.

//

Flying

Spells you cast cost {W}{U}{B}{R}{G} less to cast. (This can reduce generic costs.)

At the beginning of each upkeep, you may transform Aang, Master of Elements. If you do, you gain 4 life, draw four cards, put four +1/+1 counters on him, and he deals 4 damage to each opponent.

4/4

Playstyle

Midrange · Flexible pace · Heavy interaction · Wins by engines

Aggression
2 of 5
Speed
2 of 5
Interaction
3 of 5
Combat
4 of 5
Engine
5 of 5
Complexity
4 of 5

Card Price

€3.53CardMarket
as of 2026-10-02

Strategy Guides

+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.

Learn more about +1/+1 counters strategies

Combo Strategy Guide

Combo decks are for players who enjoy finding a narrow line, protecting it, and ending the game with specific cards working together. This strategy wants to assemble combo commanders, tutors, draw, and compact two-card or three-card packages, using infinite combos or deterministic loops, to win in one decisive moment. Unlike Spellslinger it is not paid for every spell cast, unlike Storm it does not need a long chain turn, and unlike Big Mana it does not rely on casting one enormous payoff. The best combo decks EDH players build balance speed with enough interaction to survive the table's disruption.

Learn more about combo strategies

Tokens Strategy Guide

Token decks are for players who want one card to become many bodies and then decide whether those bodies attack, block, draw cards, or fuel another engine. This strategy wants to flood the battlefield with creatures, using token commanders, repeatable generators, and anthem effects, to win through a go wide attack or by converting the swarm into damage, drain, or mana. Tokens is different from Aristocrats because making bodies comes first, from Counters because it grows wide instead of tall, and from Voltron because it spreads pressure across many creatures. The best token decks EDH players build reward patience against sweepers and careful timing on the finishing turn.

Learn more about tokens strategies

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