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  3. Aang, at the Crossroads // Aang, Destined Savior

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Aang, at the Crossroads // Aang, Destined Savior

Aang, at the Crossroads // Aang, Destined Savior

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

Aang wants a deck that puts expensive cards onto the battlefield without paying for them. It also suits a deck that is built around one creature type, like Elves or Dragons.

  • Mana cost2 genericgreenwhiteblue
  • White, Blue, Green ()
  • Power / toughness3 / 3
  • RarityRare

Flying

When Aang enters, look at the top five cards of your library. You may put a creature card with mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.

When another creature you control leaves the battlefield, transform Aang at the beginning of the next upkeep.

//

Flying

Land creatures you control have vigilance.

At the beginning of combat on your turn, earthbend 2. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)

Build a deck with Aang Find it in the app

Cards That Fit Aang, at the Crossroads

Picked for what they do in Aang's deck. When two cards do the same job, the one with the lower comes first. All of them fit Aang's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

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The 6 Cards

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The 6 Cards

plan6

The 6 Cards

Rulings for Aang, at the Crossroads

explain how Aang works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 2 Oct 2025

Aang, at the Crossroads's delayed triggered ability triggers at the beginning of the next upkeep regardless of whose turn it is.

Wizards of the Coast 2 Oct 2025

Aang, at the Crossroads's delayed triggered ability won't cause it to transform back into Aang, at the Crossroads if it has already transformed into Aang, Destined Savior, perhaps because several creatures left the battlefield in one turn.

2 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Aang, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryWUGPlayers write colors as letters: W for white, U for blue, G for green. Blue is U because B was already taken by black.Cheat into PlayCheat into Play decks put huge creatures and other expensive cards onto the battlefield without paying their mana costs. A card says "put a creature card from your hand onto the battlefield", and an eight-mana dragon is attacking on turn three. Sneak Attack Kaalia of the Vast Natural OrderOpen the Cheat into Play pageCheat into PlayPuts permanents straight onto the battlefield without casting them, from your deck, your hand or your graveyard. Skipping the cast skips the mana cost, and counterspells with it. Genesis Wave, Coiling OracleOpen the Cheat into Play pageCard SelectionImproves what you draw rather than how much: you look at the top few cards of your library and decide what stays on top. Ponder lets you rearrange the top three, Serum Visions lets you scry, and Consider lets you surveil. It makes your draws more reliable without giving you extra cards.Open the Card Selection pageTypal/KindredTypal decks are built around one creature type, like Elves, Dragons or Zombies, with cards that make that type stronger. The type is printed after the dash on the card's type line, and the strategy is also called kindred or tribal.Open the Typal/Kindred pageTypal PayoffRewards you for playing lots of one kind of creature. That includes "lords" that make every other Goblin or Merfolk you control bigger, and cards that ask you to choose a creature type and then pay you off for it. A creature type is the word on the middle line of the card, like Goblin, Elf or Zombie.Open the Typal Payoff pageStatic BuffGives creatures a lasting bonus to power and toughness while it remains on the battlefield, rather than a boost that wears off at end of turn. Garruk's Uprising, Patchwork BannerOpen the Static Buff page+1/+1 CountersPuts +1/+1 counters on creatures, permanently raising their power and toughness. Unlike a temporary boost that wears off at end of turn, these markers stay put and stack up over a long game. Hardened Scales, The Great HengeOpen the +1/+1 Counters pageLand AnimationTurns your lands into creatures. That gives you extra attackers without spending extra cards, and a manland, a land that can become a creature, is safe as a land the rest of the time, though a board wipe can catch it while it is a creature. Nissa, Who Shakes the WorldOpen the Land Animation pageLibrary ManipulationCards that let you look at, rearrange or play from the top of your deck, so you control what you draw next.Open the Library Manipulation page