Mana Value
4
Special Set
Universes Beyond
Popularity
#650
of 3,381 commanders · via EDHREC
Legendary Creature — Human Noble Knight // Legendary Enchantment Creature — Saga Dragon
Dragonfire Dive — During your turn, Dion and other Knights you control have flying.
When Dion enters, create a 2/2 white Knight creature token.
{4}{W}{W}, {T}: Exile Dion, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
//
(As this Saga enters and after your draw step, add a lore counter.)
I, II — Wings of Light — Put a +1/+1 counter on each other creature you control. Those creatures gain flying until end of turn.
III — Gigaflare — Destroy target permanent. Exile Bahamut, then return it to the battlefield (front face up).
Flying
3/3
Aggro · Steady · Heavy interaction · Wins by combat
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.
+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.
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.
Equipment decks are for players who want the gear itself to be the engine, turning ordinary creatures into credible attackers. This strategy wants to assemble weapons, tutors, and equip-cost shortcuts, using equipment commanders that find or attach gear, to win through upgraded combat, commander damage, or a team carrying shared tools. Unlike Voltron, Equipment does not have to put every card on one creature, and unlike Artifacts it focuses on weapons rather than every artifact type. The best equipment decks EDH players build recover well after creature sweepers because the gear usually stays on the battlefield.
| # | Commander | Identity | Strategy | Price | Price Trend |
|---|---|---|---|---|---|
| 01 | Mill | $1.08 | ▲ 80.0% | ||
| 02 | Extra Combats | $0.49 | ▲ 2.1% | ||
| 03 | Treasure | $42.33 | ▼ 0.5% | ||
| 04 | Aristocrats | $4.76 | ▲ 6.2% | ||
| 05 | Lands Matter | $12.84 | ▼ 0.7% | ||
| 06 | Group Hug | $5.63 | ▲ 110.1% | ||
| 07 | Equipment | $7.99 | ▲ 238.6% | ||
| 08 | +1/+1 Counters | $3.94 | ▼ 3.7% |