Rule Zero: Avatar's Double-Faced Sagas as Commanders

by
John Sherwood
John Sherwood
Rule Zero: Avatar's Double-Faced Sagas as Commanders

Enter the Avatar StateEnter the Avatar State | Art by Shiren

Friendly greetings and welcome to the world of Avatar: The Last Air Bender! I'm John Sherwood, one of those Avatar EnthusiastsAvatar Enthusiasts saturating the internet with hype for the new Avatar set from Magic: The Gathering.

In this article, I dive into the lore, mechanics, and commander potential of this set's horizontal cycle of double-faced Sagas. Each card in this cycle expresses lore from the Avatar world, and flips into a legendary creature.

Because these are legends on the back, I consider all of these great candidates to lead Rule Zero decks - meaning a deck with a commander that isn't technically legal to lead your deck, so you have to ask your pod in the pre-game rule zero discussion if they're okay with you playing it.

"...this isn't about you." - Avatar Yangchen

Unfortunately, the show doesn't reveal much about Avatar Yangchen. Her time as The Avatar was centuries before Aang, and she talks more about philosophy than history. She gives Aang some stern, tough love advice on the eve of his final confrontation with Fire Lord Ozai.

"Here is my wisdom for you: Selfless duty calls you to sacrifice your own spiritual needs, and do whatever it takes to protect the world." - Avatar Yangchen

The Legend of Yangchen|TLA|27

If nothing else, The Legend of Yangchen captures her pragmatism; the front side does whatever it takes to remove threats and draw cards. The first chapter scales well to multiplayer, exiling multiple permanents, none of which can be yours. Those permanents must be mana value three or greater.

Significantly, those permanents are chosen, not targeted. Bypassing indestructible, protection, hexproof, and ward is a huge upside.

Chapter II is basically Secret RendezvousSecret Rendezvous, a card I refuse to play because it's more advantageous to the opponent than the caster. I would opt out of this step in protest if I could, because I detest group hug and I'm not a pragmatist.

Finally, on Chapter III, the Saga exiles and transforms into Avatar Yangchen, a 4/5 flyer with upside. By the time this chapter resolves, triggering Yangchen's airbending with a second spell should be easy.

Mechanically and thematically, airbending is a design win. It's super flexible as removal or a value engine, with plenty of interesting corner cases. You can read more about of the bending mechanics of Avatar in this article by Josh Nelson.

Altogether, Yangchen is versatile in the 99. Use her as repeatable removal or draw in decks led by Garnet, Princess of AlexandriaGarnet, Princess of Alexandria, or Sigurd, Jarl of RavensthorpeSigurd, Jarl of Ravensthorpe. Alternatively, Satsuki, the Living LoreSatsuki, the Living Lore can accelerate the lore counters to transform Yangchen faster, then use airbending to rebuy other Sagas.

Satsuki, the Living Lore

Yangchen as a Commander

If Yangchen were in my command zone, then my 99 would include additional "second spell" payoffs to amplify value from her airbending.

Aligned Heart

Kaldheim, Tarkir: Dragonstorm, and Edge of Eternities explored this design space, with payoffs like token generation and +1/+1 counters. Sunstar LightsmithSunstar Lightsmith, a white card, even draws cards without helping opponents!

Sunstar Lightsmith

Yangchen is an excellent Enchantress commander because of her ability to airbend enchantments. Airbending grants the flexibility to move Auras around, with resale value from cast triggers like Mesa EnchantressMesa Enchantress and enters triggers like Rune of SustenanceRune of Sustenance.

Rune of Sustenance

Several other white Auras draw a card when they enter. Yangchen doesn't need Feather of FlightFeather of Flight or Angelic GiftAngelic Gift, but her fellow creatures will benefit from flying. Perhaps HobbleHobble is a less effective card than PacifismPacifism, but it's better suited to Yangchen's personality.

Ultimately, a Yangchen Enchantress deck would win through combat. Yangchen's probably not materialistic, but she wouldn't hesitate to attach All That GlittersAll That Glitters and knock out an opponent with commander damage.

Whatever it takes.

"..shape your own destiny..." - Avatar Kuruk

The first mention of Avatar Kuruk is not by name. Koh, the Face StealerKoh, the Face Stealer baits Aang with a woman's face and talk of a past Avatar. Eventually, Aang meets Kuruk and learns more of the story. Kuruk blames himself for losing the love of his life to Koh.

The Legend of Kuruk|TLA|61

Neither illustrations nor mechanics clearly convey the true horror of that history. Koh is nightmare food. Kuruk's Saga side leans into being a self-described "go with the flow kind of Avatar." Then the creature side portrays Kuruk's charge for Aang to be more proactive.

On the front, The Legend of KurukThe Legend of Kuruk is weak by blue card advantage standards. Chapters I and II amount to casting DeliberateDeliberate twice. The Legend of Kuruk is going with the flow of blue draft commons.

With the third lore counter, Avatar Kuruk gets serious. His triggered ability creates creature tokens, and his waterbending ability yields an extra turn. Waterbending is a massive cost, but then again, Kuruk paid a steep price for complacence.

Even if the waterbending ability never resolves, Avatar Kuruk's triggered ability is always potent. The Spirit tokens from The Last Airbender can't block or be blocked by non-Spirits. Attacking is better than blocking anyway. Most notably, those tokens can help pay Kuruk's waterbending ability. Meaning, there's setup and payoff on one card.

Spirit Token from Magic's Avatar: The Last Airbender set.

Providing card advantage, board state advantage, and turn advantage is good enough for a slot in many decks. Commanders eager for Kuruks' ample advantages are abundant. Alela, Artful ProvocateurAlela, Artful Provocateur, Animar, Soul of ElementsAnimar, Soul of Elements, Aragorn, the UniterAragorn, the Uniter, Arixmethes, Slumbering IsleArixmethes, Slumbering Isle, and I'm not even out of the As. Avatar Kuruk synergizes with literally hundreds of commanders' triggered abilities.

Alela, Artful Provocateur

Kuruk as a Commander

From the command zone, Avatar Kuruk belongs in Brackets 2 & 3. Taking three turns to become impactful is too slow for Brackets 4 & 5. Presumably, Bracket 1 is the domain of Rule Zero commanders. However, the updated bracket guidelines discourage extra turns in Bracket 1. Avatar Kuruk proves why Commander Brackets are a conversation starter, not a conversation ender.

Talrand, Sky SummonerTalrand, Sky Summoner presents a great shell for an Avatar Kuruk deck, and a great inclusion in Kuruk's 99. If your pod is bent against Kuruk as a Rule Zero leader, then Talrand is also a valid option to swap into the command zone.

Talrand, Sky Summoner

The shell of the a Spellslinger deck needs to be filled with spells. Many Talrand decks are packed with cantrips to quickly dig down into the deck and build dominant board presence. Blue cantrips often make a creature harder to block - something both Talrand and Kuruk lack on their own. Spells like Slip Through SpaceSlip Through Space guarantee a creature hits face.

Shadow Rift

Blue has tools to multiply Kuruk's token creation into a solid go-wide token strategy. Tools like Irenicus's Vile DuplicationIrenicus's Vile Duplication can make a non-legendary copy of Avatar Kuruk. We can also double the triggers with Roaming ThroneRoaming Throne or Fractured Realm.

Mirror Room // Fractured Realm

This two-part spell slinging and token multiplication strategy applies Kuruk's wisdom to a Commander game. Actively shape your own destiny, and the destiny of your pod.

"Only justice will bring peace." - Avatar Kyoshi

Getting closer to Aang in the timeline, we learn more about his past lives. Avatar Kyoshi is the subject of significant worldbuilding and storytelling. In Aang's time period, the Kyoshi WarriorsKyoshi Warriors are a tribute to her legacy. The Legend of Kyoshi references her defeat of Chin the Conqueror.

Thanks to an earlier episode, Aang knows the significant details of the story. Aang tries to rationalize Chin's demise, but Kyoshi stoically dismisses his viewpoint. She advises Aang to bring peace to the world through justice.

The Legend of Kyoshi|TLA|186

From the drop, The Legend of KyoshiThe Legend of Kyoshi compares to green all-star Rishkar's ExpertiseRishkar's Expertise. For some recency bias, it also compares to Season of GrowthSeason of Growth. Either way, Chapter I's card draw is easily is worth six mana.

Then Chapter II earthbends one land into a creature, adding +1/+1 counters equal to cards in hand. Making that land an Island nods to Kyoshi bending her home away from the continent. I would pay six mana for just the first two chapters, but Kyoshi is an overachiever.

Avatar Kyoshi gives lands trample and hexproof, and her mana ability makes at least five mana. Let's roll back the tape for a second. During the turn before Kyoshi transforms, the Saga side made a land into a creature. If played correctly, that creature will be big, but chump-blockable. That creature can only be targeted for removal for one turn cycle. On the controller's next upkeep, hexproof makes the threat harder to answer, and trample solves the chump blocking problem.

The gloves are off, and Kyoshi swings for the chin.

Kyoshi is contending with other cards that go tall in the 99. Land animation commanders, such as Tatyova, Steward of TidesTatyova, Steward of Tides, are a natural fit for any earthbending effect. Meanwhile, Ashaya, Soul of the WildAshaya, Soul of the Wild turns creatures into lands, which then get keywords from Avatar Kyoshi.

Aang, at the CrossroadsAang, at the Crossroads will also be a great commander for The Legend of Kyoshi, with his transformed side giving land creatures vigilance.

Ashaya, Soul of the Wild

Avatar Kyoshi's combo potential isn't bad either. Staff of DominationStaff of Domination, Sword of the ParunsSword of the Paruns, and Umbral MantleUmbral Mantle are repeat offenders with creatures that make as much mana as Kyoshi. Those are just the colorless options; Pemmin's AuraPemmin's Aura works too.

csb logo

Combo players get framed as villains, an issue I'm open to discussing in the comments. Here's my opening argument: Combos are a legitimate brand of justice, and they do in fact bring peace.

Kyoshi as a Commander

I might be a combo apologist, but I'm not actually interested in Avatar Kyoshi as a combo commander. The combo archetype's nuance doesn't mesh with Kyoshi's blunt persona. Hence, my vision for this deck is much more hammer than screwdriver.

It's also inspired by my old Radha, Heart of Keld deck, a lands deck that excludes landfall triggers.

For starters, this deck is going to be incredibly basic in both structure and card types. That Radha deck contained 40 Forests and leveraged them directly to win. In this deck, I would bump that up to 42, and maybe throw some utility lands on top.

Next is ramp. Ramp throughout the mana curve from two-drops like Gaea's TouchGaea's Touch to a seven-drop, Boundless RealmsBoundless Realms.

At the intersection of ramp and creatures, there are creatures that count the lands you control, like Braulios of Pheres BandBraulios of Pheres Band. Then there's cards that make a land into one of these creatures, like Druid ClassDruid Class. Then there's cards that pump a creature based on lands you control, like Blackblade ReforgedBlackblade Reforged.

Any combination of these will make sure The Legend of Kyoshi draws a full fist of cardboard, then earthbends a beater.

The goal is to prepare an unstoppable force before the Saga transforms into Avatar Kyoshi. From that point forward, Kyoshi's throws her weight into casting spells like Sylvan AwakeningSylvan Awakening and Kamahl's WillKamahl's Will for a big finish, earthbending style!

"You must be decisive." - Avatar Roku

Avatar Roku is Aang's immediate predecessor. Appearing in several episodes, he is the mentor in the hero's journey. Some of Roku's relationships and choices have direct consequences for Aang. Roku showed mercy to Sozin, and thereby failed to protect the world from Sozin's machinations. In life, Roku was lighthearted yet determined, fierce yet compassionate.

In Magic, The Legend of Roku portrays both his raw power and inclination to hold back.

The Legend of Roku|TLA|145

Chapter I is as close as red gets to ConcentrateConcentrate. The second chapter adds just one mana, but the choice of color is nice.

Eventually, the transformed side heats things up. When Avatar Roku enters, nothing happens. He's a 4/4 with firebending 4, but without haste, Roku won't get an attack trigger until the next turn. However, Avatar Roku has an activated ability with no tap cost. If you can afford to pay , then you can create a Dragon token with firebending 4. After investing in the first Dragon, there's enough firebending mana to make another Dragon.

Dragon token with flying and firebending 4.

Finding a home for The Legend of Roku in the 99 of a deck isn't too hard. Mono-red can always use a quasi-HarmonizeHarmonize with upside, even if Avatar Roku never invokes his activated ability.

Finding the perfect deck for The Legend of Roku is equally simple. Prosper, Tome-BoundProsper, Tome-Bound is the reigning champion of playing cards from exile. Plus, Prosper's Treasures can pay for Dragon tokens to advance the game.

Roku as a Commander

Many players are reluctant to attack with a vulnerable commander. It's natural to want to protect the investment. The best way to protect Avatar Roku is to simply keep him out of combat. This strategy intentionally underutilizes his own firebending in favor of making more Dragons. The red card pool is mana positive, as a primary color for rituals and Treasure tokens. Then there's Braid of FireBraid of Fire.

Braid of Fire

If Braid of Fire is in play before The Legend of Roku, then it will make at least half the mana needed for Avatar Roku's activated ability by the time Chapter III resolves. The game might not last long enough for Braid of Fire to do all the work, but it's free mana.

It also helps to store mana for later use. Horizon StoneHorizon Stone and Ashling, Flame DancerAshling, Flame Dancer both get the job done. Glittering StockpileGlittering Stockpile builds up some extra mana over time, although sacrificing it is a minor downside.

Regardless of how the mana gets made, the objective is to pay Avatar Roku's activation cost. Roku's Dragon tokens then make more mana to make more Dragons, overwhelming opponents with 4/4 flyers.

As more of those Dragons start attacking, it's time to turn the firebending into firebreathing. DragonrageDragonrage gives the whole team firebreathing, so all that firebending mana can be converted into combat damage.

Dragonrage

While Avatar Roku may have been a merciful soul, he learned his lesson in hindsight. This deck gives Roku an opportunity to decisively pursue victory, or die trying.

"It's time we expanded it." - Fire Lord Sozin

Chronologically, Sozin and Roku were contemporaries until Sozin left Roku to die on an erupting volcano. From that point forward, Sozin incited the rest of the Avatar story. Sozin's ruthless imperialism and Air Nomad genocide haunt the narrative.

The Rise of Sozin|TLA|117

The Rise of Sozin thematically starts with a wrath effect. After Chapter I destroys all creatures, Chapter II searches an opponent's deck, hand, and graveyard for up to four copies of one card and exiles them. This kind of card hate is futile in Commander, just like Sozin's hunt for the Avatar.

Upon resolving Chapter III, the transformed side comes down as Fire Lord Sozin, a menacing reanimator with firebending 3. When Fire Lord Sozin deals combat damage to a player, he allows you to take creatures from that player's graveyard. The cost of this necromancy is equal to the target creatures' mana values.

Conveniently, Sozin's firebending can pay toward this cost.

In the 99 of another deck, The Rise of Sozin is an easy swap into any board wipe slot. It only costs two more mana than DamnationDamnation. That extra two mana is worth it with Fire Lord Sozin on the back.

Of all possible commanders with black, my first instinct is to put Sozin in Isshin, Two Heavens as OneIsshin, Two Heavens as One. Doubling Sozin's firebending trigger also doubles the reanimation potential. With any luck, something in an opponent's graveyard will have another attack trigger for Isshin to exploit.

Isshin, Two Heavens as One

Sozin as a Commander

Reanimator is an essential black strategy, and stealing creatures from opponents' graveyards is fun too. However, Fire Lord Sozin's approach is clumsy. If Sozin is going to be the Fire Lord of my deck, then the 99 will have to refine his technique.

The first part of the deck's strategy is to get as many creatures as possible into graveyards. The board wipe on the front is helpful, but there's no reason to wait for opponents to play their creatures. Milling opponents helps set up for Sozin.

Altar of the BroodAltar of the Brood gets the ball rolling early, and Dread SummonsDread Summons makes a splash later. Grisly SpectacleGrisly Spectacle is a niche pick for Fire Lord Sozin, destroying a creature and milling its controller.

Grisly Spectacle

While destroying creatures is important to the game plan, it's also important to pay the cost in Fire Lord Sozin's ability. Black MarketBlack Market ties both those concepts together.

Because Fire Lord Sozin needs to do combat damage to a player, evasion is key. Unfortunately, spending mana on Rogue's PassageRogue's Passage or Whispersilk CloakWhispersilk Cloak takes away from reanimating creatures. I'm a huge fan of Shizo, Death's StorehouseShizo, Death's Storehouse. It's often just as good as Rogue's Passage for one fourth of the mana.

Shizo, Death's Storehouse

It's not enough to take opponents' creatures. Fire Lord Sozin needs to be able to win with them. Somehow those creatures need to reconnect withe their owners. Easier said than done, in mono-black. The old Fire Lord will have to lean on some colorless options like SkyshaperSkyshaper, Eldrazi MonumentEldrazi Monument, and Akroma's MemorialAkroma's Memorial.

Conclusion

I've never built a Rule Zero deck in paper, but I started considering it more after the rule change to allow Vehicles and Spacecraft as commanders. Frankly, I'm still mildly annoyed at that rule change, because I conceptualize commanders as characters. Inanimate objects are not characters. Sagas are not characters either, but I think having a distinct character on the back is a strong case to make an exception.

Of the five options from Avatar, Roku is the one I would most like to try for real. I love the idea of a Dragon deck that doesn't play any Dragon cards.

If you were going to play a card from this cycle as your commander, which one would it be? How would you build it? Tell us in the comments below.

John Sherwood

John Sherwood


John Sherwood loves interaction, turning creatures sideways and interacting with sideways creatures. His deck building mantra is, "Run more lands." He has been a devoted Commander player since Zendikar Rising.

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