Hello happy folks and happiest of days to each of you! I wanted to step into a fun challenge for my next Avatar brew after my first one in Shrines, my second in Lessons and then my third in Allies. Typically flying matters is the domain of Blue with stuff like Favorable Winds. But let's go with a Mono-White Pet for that challenge!
Here is this one-drop 1/1 cutie! It starts with flying and then drops our first cost of them by one if they ain't a Lemur. Then when they arrive you can pump this by one for the turn. Get and love this dork, since if we go wide, we cannot win with him easily with Commander Damage since they are not counters it gets.
Mana Stuff
Now let's get started with this mana-stuff. The first I tossed in were these two colorless flyers. The two-drop 0/2 one taps for any color of mana. Then the three-drop 1/1 arrives and grabs one for our hand.
Since Momo reduced our flying dorks cost and is mana-ramp-esque there, I tossed in three reducers in Oketra's Monument, Pearl Medallion and The Wind Crystal. The three-drop uncommon reduces them for our White dorks! But then we can also turn their casts into 1/1 vigilance Warriors. No flying though. Then the two-drop was the first one ever printed and is added. Then the four-drop also legendary but has White in its cost drops them by one and then doubles our life gain too. Then tap it with six to give our team lifelink and flying too! Great stuff.
Boreas Charger has a leaves play trigger, not death, to grab Plains equal to one foe's difference amount and then ramp one tapped. Then Cartographer's Hawk has a combat damage trigger to self-bounce and then ramp a Plains tapped if they have more lands.
Next up are these choose a color Mana Rocks that tap for that amount. The three-drop taps for one and pumps our White dorks by one power. Then that five-drop rare you can tap for four but only for White things. Then with three White to draw two too.
And now let's start with some lands too. Abandoned Air Temple arrives untapped often and then with four to grow all dorks in size with a counter over time. Then that five-drop 5/5 flying plainscycling Timeless Dragon is here too. It also has eternalize too for four.
Let's finish here with these two White tappers. That ETB tapped rare will in our upkeep bring back one dead dork to the battlefield but only if we have enough Plains at 7. Then the uncommon one taps for colorless for anything, White for dorks and then taps and sacs with two to dig six and draw a Bat, Bird, Mouse or Rabbit. Not bad, right?
Synergies and Win-Cons
Now let's turn to synergies and backup win-cons here. The landfall duo is first. The four-drop 3/3 flying Angel is first, and she'll make 1/1 flying Birds. Then the seven-drop flyer with a 4/4 size turns landfalls into a Regrowth to our hand of nonland permanents. But if it's a Plains? We can recur it to the battlefield instead.
Now let's turn to three great ways to make 1/1 flyers! Storm Herd will make Pegasus equal to our life total - nasty way to close out later, and with the Crystal above we might be above our 40 starting easily enough. Then the seven-drop 7/10 Ancient Gold Dragon turns combat damage into 1d20 of them! Nasty I know here too. Then Battle Screech can flashback for no mana for another two! All while tapping three White dorks.
And now let's turn to two planeswalker synergies here. Serra the Benevolent can +2 to pump our flyers size by +1/+1. Or you can -3 her to make a Serra Angel token. Not bad either way. Then Elspeth, Storm Slayer has a static to double our token arrivals! Then you can +1 her to make a 1/1 Solider on the ground, 0 to toss a counter on each of our dorks and they gain flying this turn, or -3 to destroy a dork with a mana value of at least 3. All three of those first abilities are amazing here, and then the last isn't bad either.
The eight-drop 6/6 flyer Moonshaker Cavalry ETBs and then gives everyone flying and a pump equal to our creature count too. Great and that flying can finish players fast. Sephara, Sky's Blade will give our other dorks with flying are with indestructible too. Then you can cast her very early for one mana if you tap four flyers.
Next up are these two weird things. We can shut down all non-flyers from swinging at anyone with this four-drop 0/3 dork. We could run Moat there too. Then that three-cost to start X spell White sorcery is amazing at the recursion too. We can bring back all of our dead creatures or planeswalkers with what we cast at X! Not bad here, right? Right!
And two-some flying matters are next. Jackdaw Savior has a death trigger for it and other flyers that die too. We can reanimate a cheaper flyer! I like it tons. And then the two-drop enchantment Summoner's Sending can exile a dork from any graveyard. Then make a 1/1 Spirit flyer with size boosted by one if it was pricey. That's all players and then doesn't haveta happen - but a good graveyard break. Pretty good pair, n'est pas?
Hello Angel Fans! And Clerics too. This flying three-drop 2/4 one in both turns others arriving to gain its toughness in life! Then if our life is 47 or more? We pump our team +2/+2! Then that five-drop enchantment will let our dying non-Angel stuff come back once as a flying bigger Angel too!
The four-drop legendary flashing flyer Appa, Steadfast Guardian ETBs and can airbend anything you need to protect it too. Just our stuff though. Then as we cast anything from exile we can make a 1/1 Ally too! Then Armored Ascension is meant to arrive and get a surprise win with Momo. They are pumped with our Plains count and then also fly too! Then Gather the White Lotus goes wide for wins with 1/1 Allies for each of our Plains this time! We can also scry 2 too! Remember we can give it flying too with stuff before.
Now let's turn to three dorks that pump our flyers! Steel-Plume Marshal has an attack trigger to pump them with a +2/+2 size! Then Rinoa, Angel Wing can give your flyers vigilance and +1/+1 but only on our turn. Then when they die in combat, we can bring one back tapped and with flying! Kangee's Lieutenant has an attack trigger to pump all attackers by +1+1! It even has encore too.
Answers
Next up are my answers! We'll start with these 3 instants that answer removal! The free-sometimes four-cost gives my team hexproof and indestructible to save them! Note that's not just my dorks, and my life total doesn't change either. It's free if I sac a White nontoken dork! Then the three-cost will also always be free if I have out Momo and my creatures get indestructible this time. Then that four-cost instant can get both if I control him too. That's either flying, vigilance and double strike for a double win, or lifelink, indestructible and all colors of protection to Alpha Strike or save, or both!
And now let's turn to targeted removal! Angel of the Ruins has plainscycling and then an ETB to exile, if you want, two artifacts or enchantments, like a double exiling Disenchant! Then Protector of the Wastes with monstrous five for 3 counters will also exile two thangs of the same type on arrival or when it's monstrous but just with different controllers. Then Cloudchaser Kestrel arrives and then destroys an enchantment! Then you can spend White mana to mana wash stuff into our color!
Bladegriff Prototype has a combat damage trigger to destroy a nonland of their choice from a mutual foe. Not bad to team up. Then Mass Calcify sweeps all but your stuff, usually. That Kestrel can help keep our colorless artifact dorks out too. Or other foes might make your friends. I also tossed in Avatar's Wrath too.
Card Draw
And now card draw! That three-drop enchantment can turn our arriving small costed dorks into a card! But? Just once per turn. Then that three-drop flying 2/3 Vampire turns that smaller powered dork into a card! Same restriction, but this is flying. I also tossed in non-flyers like Mentor of the Meek too. Then that five-drop bigger sized 4/5 flyer can in our end step this time draw if two things arrived. Note that's not just dorks, or cheap or weak, but anything not a land and tokens too.
The four-drop 4/3 Firemane Commando will draw whenever we attack with two or more dorks. Kind of like Minas Tirith on legs. Then they draw if they swing elsewhere to help keep you alive too. Love it. Then Flumph will draw when it takes damage as will our foe too.
And now let's finish with this Clue-making three-drop twosome in Flying form! The former Angel has a bigger 2/4 body, and then vigilance too! In our upkeep we make a Clue for each foe with more cards in hands, not bad, right? Then the latter 2/3 Spirit Cleric will just fly but then turns cheap critter casts into Clues.
And there we go! Here's my brew!
Momo Fliers | Commander | Abe Sargent
- Commander (1)
- 1 Momo, Friendly Flier
- Creatures (39)
- 1 Ancient Gold Dragon
- 1 Angel of the Ruins
- 1 Angel of Serenity
- 1 Appa, Steadfast Guardian
- 1 Aven Interrupter
- 1 Bladegriff Prototype
- 1 Boreas Charger
- 1 Bygone Bishop
- 1 Cartographer's Hawk
- 1 Cloudchaser Kestrel
- 1 Enduring Innocence
- 1 Emeria Angel
- 1 Emeria Shepherd
- 1 Eternal Dragon
- 1 Firemane Commando
- 1 Flumph
- 1 Inspiring Overseer
- 1 Jackdaw Savior
- 1 Kangee's Lieutenant
- 1 Lady of Laughter
- 1 Lieutenant Kirtar
- 1 Magus of the Moat
- 1 Mentor of the Meek
- 1 Moonshaker Cavalry
- 1 Ornithopter of Paradise
- 1 Pilgrim's Eye
- 1 Protector of the Wastes
- 1 Quarry Colossus
- 1 Righteous Valkyrie
- 1 Rinoa, Angel Wing
- 1 Scouting Hawk
- 1 Sephara, Sky's Blade
- 1 Stonecloaker
- 1 Steel-Plume Marshal
- 1 Timeless Dragon
- 1 Welcoming Vampire
- 1 Witch Enchanter
- 1 White Orchid Phantom
- 1 Wojek Investigator
- Planeswalkers (2)
- 1 Elspeth, Storm Slayer
- 1 Serra the Benevolent
- Spells (13)
- 1 Akroma's Will
- 1 Ascend from Avernus
- 1 Avatar's Wrath
- 1 Aerial Assault
- 1 Battle Screech
- 1 Emeria's Call
- 1 Flare of Fortitude
- 1 Flawless Maneuver
- 1 Gather the White Lotus
- 1 Generous Gift
- 1 Mass Calcify
- 1 Storm Herd
- 1 Stroke of Midnight
- Enchantments (4)
- 1 Armored Ascension
- 1 Summoner's Sending
- 1 Tocasia's Welcome
- 1 Valkyrie's Call
- Artifacts (7)
- 1 Archaeomancer's Map
- 1 Heraldic Banner
- 1 Oketra's Monument
- 1 Pearl Medallion
- 1 Sol Ring
- 1 Throne of Eldraine
- 1 The Wind Crystal
- Lands (34)
- 1 Abandoned Air Temple
- 1 Cave of the Frost Dragon
- 1 Castle Ardenvale
- 1 Eiganjo, Seat of the Empire
- 1 Emeria, the Sky Ruin
- 1 Foundry of the Consuls
- 1 Idyllic Grange
- 1 Lupinflower Village
- 1 Minas Tirith
- 1 Monumental Henge
- 1 Myriad Landscape
- 1 Nykthos, Shrine to Nyx
- 1 Rogue's Passage
- 1 War Room
- 1 Windbrisk Heights
- 19 Plains
There we go! I hope you enjoyed this version much! I thought about stuff like Windborn Muse or Caged Sun. I really like here Eternal Dragon getting you more and more Plains over time and then free drops with the Map.
























