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  3. Aang, Swift Savior // Aang and La, Ocean's Fury

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Aang, Swift Savior // Aang and La, Ocean's Fury

Aang, Swift Savior // Aang and La, Ocean's Fury

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

Aang wants a deck that sends cards back to their owners' hands. It also suits a deck that keeps making its creatures bigger turn after turn.

  • Mana cost1 genericwhiteblue
  • White, Blue ()
  • Power / toughness2 / 3
  • RarityRare

Flash

Flying

When Aang enters, airbend up to one other target creature or spell. (Exile it. While it's exiled, its owner may cast it for 2 generic rather than its mana cost.)

Waterbend 8 generic: Transform Aang.

//

Reach, trample

Whenever Aang and La attack, put a +1/+1 counter on each tapped creature you control.

Build a deck with Aang Find it in the app

Themes

Cards That Fit Aang, Swift Savior

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

plan6

The 6 Cards

plan6

The 6 Cards

plan6

The 6 Cards

Rulings for Aang, Swift Savior

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

"Waterbend [cost]" means "Pay [cost]. For each generic mana in that cost, you may tap an untapped artifact or creature you control rather than pay that mana."

Wizards of the Coast 2 Oct 2025

Even if the cost of the spell or ability that waterbend is part of increases or decreases, you still may only tap artifacts or creatures to pay for costs up to the amount of the generic mana in the waterbend cost.

Wizards of the Coast 2 Oct 2025

If a spell is exiled this way, it's removed from the stack and thus will not resolve. The spell isn't countered; it is exiled. This works against a spell that can't be countered.

Wizards of the Coast 2 Oct 2025

If a waterbend cost is part of the total cost to cast a spell or activate an ability, you may tap an untapped artifact or creature you control rather than pay one generic mana in that total cost any number of times up to a maximum of the amount of generic mana in the waterbend component of that total cost.

Wizards of the Coast 2 Oct 2025

If an artifact or creature you control has a mana ability with {T} in the cost, activating that ability while casting a spell or activating an ability with waterbend will result in the artifact or creature being tapped before you pay the spell's costs. You won't be able to tap it again for waterbend. Similarly, if you sacrifice an artifact or creature to activate a mana ability to pay a cost with waterbend, that artifact or creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for waterbend.

Wizards of the Coast 2 Oct 2025

If the spell you cast has {X} in its mana cost, you must choose 0 as the value of X.

Wizards of the Coast 2 Oct 2025

Lands exiled this way cannot be played from exile. (Lands that were animated by earthbend will be returned to the battlefield tapped when they're exiled.)

Wizards of the Coast 2 Oct 2025

Since you are using an alternative cost to cast a spell from exile this way, you can't pay any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, you must pay those.

Wizards of the Coast 2 Oct 2025

To airbend one or more permanents and/or spells means to exile each of those objects. For each card exiled this way, for as long as it's exiled, its owner may cast it from exile by paying {2} rather than paying its mana cost.

Wizards of the Coast 2 Oct 2025

Tokens exiled this way will cease to exist and cannot be cast.

Wizards of the Coast 2 Oct 2025

You can tap any untapped creature or artifact you control to pay a waterbend cost, even one you haven't controlled continuously since the beginning of your most recent turn.

11 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 glossaryWUPlayers write colors as letters: W for white, U for blue. Blue is U because B was already taken by black.BounceBounce decks send cards on the battlefield back to their owner's hand, to slow opponents down or to reuse their own cards. Bouncing an opponent's card makes them pay for it again; bouncing your own lets its 'when this enters' ability happen twice.Open the Bounce pageAirbendAirbend sends a permanent or a spell into exile, out of the game for now. Its owner can cast it again later, but only by paying 2 mana instead of its normal cost.Open the Airbend pageETB ValueDoes something useful the moment it arrives: an enter the battlefield ability, which players shorten to ETB. You keep that effect even if the card is removed straight afterwards, which is why these pair so well with flicker cards that make them enter again. Solemn Simulacrum, The One RingOpen the ETB Value page+1/+1 Counters+1/+1 counter decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's power (the damage it deals) and toughness (the damage it can take).Open the +1/+1 Counters pageCounter EngineAdds +1/+1 counters over and over rather than once. A counter here is a small permanent marker that raises a creature's power and toughness for good. It is not a counterspell, which is a different thing entirely. Something that adds them every turn makes your whole board bigger and keeps it that way. Hardened Scales, Corpsejack MenaceOpen the Counter Engine 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 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 pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion page