Aurelia, the Warleader - Mastering the combat phase Deck ver 1.1
Warning: This deck is delibrately tuned down not to include many of those common 2 card infinite combos. There are still a couple of unconventional ways to achieve ad infinitum, but these are more situational.
Table of Contents
Brief history of the deck
Why you should consider this deck
Deck list & Statistics
Noteworthy Combos, Interactions & Strategies
Card choices
Update history
Brief History of the deck
The very first iteration of this deck is extremely cut-throat, as my meta is the type that all strategies are permitted, all cards are legit as long as it is not banned. The deck is choked full of 2 card infinites like Kiki-Resto, Kiki-Concripts, Karmic-Reveillark, Altar-DeathMantle engines. It seeks to ramp out fast then cast armageddon on T4 while having enough mana rocks to cast Aurelia for beats.
After playing that deck for a while, I started to get bored. While 2 card infinites are efficient, they don't bring much joy to me as they are simple to assemble. Personally I prefer multi-card combos which actually test the limits of my deck building skills. To me, building a deck and successfully pulling off the various synergies gave me more joy than winning or losing the match. Hence I sat down to rework on my favorite Boros commander.
There are a few things in which this deck strives to achieve:
Key focus is combat phase. No point playing Aurelia if the combos are non-combat centric.
Artifacts take the helm here. This follows my own personal preference of making decks with a specific theme, I have a creature centric Simic, an enchantress Derevi. Artifacts will go well here.
No common infinites. Kiki-infinites are a no. Altar infinites are a no. Karmic-Reveillark infinites are a no.
Aurelia is main creature that defines what the deck is, but not too much to a point where the deck cannot function without her.
A small caveat: There are still infinite combos in this deck, just that they are not as common as normal, efficient combos. Use them at your discretion, should your meta disallow infinite combos for whatever reason.
Let me talk a little about Aurelia, Aurelia is a commander which allows an additional combat phase whenever she attacks for the first time each turn, and untaps ALL creatures you control. Do take note of the bold words, repeat it many many times in your head if need be, as it is fundamental for this deck to do its magic. There are 3 other cards which do the same, but they are more situational. I'll talk more about them later.
Ok, on with the combos.
Commander specific infinite - Aurelia Valkyrie engine
Remember the phase that is bolded? Each time Aurelia ETB, from the command zone, from your hand, from the graveyard, it doesn't matter. The game rules treat Aurelia as a new entity. Hence attacking each time will always be the her first attack of the turn, triggering more combat phases. Spawning Pit is my choice of a sacrifice engine for the deck. There are numerous sacrifice engines, like the altars (Ashnod, Phyrexian, Dementia etc), Blasting Station etc. Take your pick, note that Ashnod Altar and Phyrexian Altar will enable the Nim Deathmantle infinite.
Also note that this combo also enables infinite uptaps on your creatures, for example mana dorks, but the mana is only available until end of each combat phase. You can use them to get 2/2 tokens from spawning pit.
How to use the combo:
With all 3 on the battlefield, attack with Aurelia, the Warleader and Adarkar Valkyrie (both have vigilance)
Aurelia's extra battle phase and untap all creatures triggers
Tap Adarkar Valkyrie ability, targetting it at Aurelia
After the combat damage is dealt, sacrifice Aurelia to Spawning Pit
Aurelia re-ETB from graveyard due to Valkyrie's ability
Another infinite engine in the deck. This is rather situational as you have to make sure that Felhide Spiritbinder doesn't die everytime he attacks, very good way to kill off an opponent who has no blockers.
How to use the combo:
With Aurelia, Spiritbinder and mana dorks on the field, attack with Aurelia and Spiritbinder
Aurelia's extra battle phase and untap all creatures triggers
Tap the mana dorks to produce 1R, put a token onto the battlefield that is a copy of Aurelia (or Aurelia token from 2nd iteration onwards).
Aurelia legendary rule triggers, putting the original Aurelia into the command zone, leaving the Aurelia token copy.
Restart from 1
Situational finite - Mino-dragon Pair
Pre-requisite: Scourge of the Throne + Felhide Spiritbinder + your life total is not the highest Effect: Generate more combat phases, more untaps of your creatures, more Scourge tokens for the turn, depending on how many iterations of 1R you can pay
Edit: Finite engine in the deck. This is also rather situational as you have to make sure that Felhide Spiritbinder doesn't die everytime he attacks, very good way to kill off an opponent who has no blockers. Note that as long as you target the newest Scourge of the Throne token at the opponent with the highest life total above yours, you can get the extra dragon token.
At first glance this is a bombo doomed to work only a couple of times, however there are a couple of tricks you can employ to make sure you can get the most number of attack phases. One way is to sacrifice the token that is attacking the player with the highest total, 'forever' letting him have the most life until the rest of the group is destroyed with the multiple attack phases. This is a finite engine which is limited to the number of 1R available.
How to use the combo:
With Scourge of the Thrones, Spiritbinder and mana dorks on the field, attack with the dragon to the player with highest life total and Spiritbinder to any other player without defence
Scourge's extra battle phase and untap all creatures triggers
Pay 1R and put a token onto the battlefield that is a copy of Scourge of the Thrones.
Restart from 1
Infinite - Aggravated Rocks
Pre-requisite: Aggravated Assault + Karn, Silver Golem + Mana Rocks which can tap for 3RR + mana to make those rocks into artifact creatures Effect: Infinite attack phases, Infinite untaps of creatures (+ artifacts with casting cost more than 1)
An easy to understand combo, do take note that the untap goes at sorcery speed. This is one of the combos which can win the game without attacking when certain additional artifacts are animated (Staff of Nin, Goblin Charbelcher). One of the biggest advantages of having Karn, Silver golem in the deck is he works really well with Aurelia, by making the various artifacts we have in the deck into attackers.
How to use the combo:
With Scourge of the Thrones, Spiritbinder and mana dorks on the field, attack with the dragon to the player with highest life total and Spiritbinder to any other player without defence
Scourge's extra battle phase and untap all creatures triggers
An interesting small durdle engine which costs only 1R to use. Kurkesh is the creature version of the stronger version Rings of Brighthearth. There are pros and cons of using one over the other. Kurkesh is chosen here due to the lower perceived threat. Sensei's Divining Top can be replaced with any other artifact with activated ability for different effects, notable ones are Goblin Charbelcher, Mimic Vat
How to use the combo:
Tap Sensei Divining Top, placing the draw trigger on the stack
Trigger Kurhesh ability by paying R, copying the draw trigger.
1st trigger resolves, draw 1 card and put the top on top of library
2nd trigger resolves, draw Sensei Divining Top. Cast the top again by paying 1
Boros suffers from the lack of tutors and has poor card filtering. Fortunately with the help of artifacts we are able to mitigate this 2 weaknesses a bit. With scrollrack we can grab the top few cards by replacing cards which we don't want to the top of the library, and Charbelcher the top of the library away to the bottom of the library for a new fresh set of top cards. The good part about this is that we can set it up in such a way the Charbelcher deals a substantial amount of damage while we exchange the cards. All these for a mere 4.
One combo card that I'm quite fond of is Breath of Fury. All you need is something that puts a creature into play whenever it attacks or deals damage. Hero of Bladehold and Sun Titan are two good examples. Just add a haste enabler and you've got infinite combat phases. This works a lot better in my build (link in sig) because I've got all the cards to support it. But you don't even need to go infinite. If you've got enough weenies, you can easily kill someone with an equipped Aurelia.
My build is a token centric, low cost, aggro build with land destruction support that can also go voltron. Check it out I find it to be a lot of fun. Skullclamp and Retribution of the Meek are a couple of all stars.
I don't see how this would work. Aurila's ability does not trigger when she comes into play: "Whenever Aurelia attacks for the first time this turn," Sacrificing and returning her to the battlefield does not negate your previous first attack. Assuming you already attacked once during your turn, the text highlighted above no longer triggers. What am I missing?
Because Aurelia is a "new creature" when she enters the battlefield, her first attack will always be considered the first attack of the turn. Say the legend rule no longer applied and you had a second Aurelia enter the battlefield during your second main phase. This new Aurelia would be attacking for the first time for the turn, even though a previous Aurelia had already attacked. You can consider the flickered Aurelia to be a second copy. It's confusing, but that's my understanding of this rule. Cloudshift is a more efficient, albeit use-once spell to trigger this effect.
If we forget about Aurelia, turn should go something like first main phase - combat phase - second main phase.
Now assume we have Aurelia in play at the beginning of our turn: first main phase - combat phase - Aurelia attacks - second combat phase Aurelia trigger - second main phase.
Isn't it too late if she comes into play as a new creature during the second main phase? The initial combat phase is long gone. I don't see how she can create a new 'first' combat phase, even if she is a new creature...
Unless you guys are talking about sacrificing her during the combat phase itself. I could see that working if that's the case. Just want to understand it right
The 'Mino-Dragon Pair' combo doesn't quite work. The Mana dorks never untap. Only attacking creatures untap.
EDIT: I mean, the dragon/felhide are nice together, but the Manadorks only seem to be useful if they swing while 2 dragons are already down.
@SeaThief and Rowan:
My bad, can't believe I've misread the dragon. Will rewrite that section. Thanks for pointing it out. Guess I'll have to find a way to slot in Treasonous Ogre to get the dream attack squad.
If we forget about Aurelia, turn should go something like first main phase - combat phase - second main phase.
Now assume we have Aurelia in play at the beginning of our turn: first main phase - combat phase - Aurelia attacks - second combat phase Aurelia trigger - second main phase.
Isn't it too late if she comes into play as a new creature during the second main phase? The initial combat phase is long gone. I don't see how she can create a new 'first' combat phase, even if she is a new creature...
Unless you guys are talking about sacrificing her during the combat phase itself. I could see that working if that's the case. Just want to understand it right
@sleeper_agent007:
There are 5 sub-phases within the combat phase, Beginning of combat, Declare Attackers, Assign Blockers, Combat Damage Step and End of Combat Step. For the dual angels combo, there are 2 timings in which you can sacrifice her during combat.
The first time is right after all damage is assigned:
510. Combat Damage Step
510.3. Third, any abilities that triggered on damage being assigned or dealt go on the stack. (See rule 603, "Handling Triggered Abilities.")
510.4. Fourth, the active player gets priority. Players may cast spells and activate abilities.
The second time is the End of combat step where you get another "active priority" chance:
511. End of Combat Step
511.2. Second, the active player gets priority. Players may cast spells and activate abilities.
I am starting to get it, thanks for helping me understand the ruling here. My final question: If you sacrifice her during any of the three sub-phases mentioned above, she goes back into the command zone. Casting her from the command zone, I would assume, is done at sorcery speed. Wouldn't she need to have flash in order to sac + bring her back into the battlefield during one of the aforementioned sub-phases?
Aurelia doesn't go back to the command zone at all in the combo with Adarkar Valkyrie. Adarkar Valkyrie will return Aurelia back into the battlefield with her ability.
{T}: When target creature other than Adarkar Valkyrie dies this turn, return that card to the battlefield under your control.
Aurelia doesn't go back to the command zone at all in the combo with Adarkar Valkyrie. Adarkar Valkyrie will return Aurelia back into the battlefield with her ability.
{T}: When target creature other than Adarkar Valkyrie dies this turn, return that card to the battlefield under your control.
While the combo does work, just be careful if someone has some sort of graveyard hate out like Tormod's Crypt or Scavenging Ooze. These can exile Aurelia (send her back to the command zone, really) before she is returned with the Valkyrie's ability.
Deck ver 1.1
Warning: This deck is delibrately tuned down not to include many of those common 2 card infinite combos. There are still a couple of unconventional ways to achieve ad infinitum, but these are more situational.
Table of Contents
Brief History of the deck
The very first iteration of this deck is extremely cut-throat, as my meta is the type that all strategies are permitted, all cards are legit as long as it is not banned. The deck is choked full of 2 card infinites like Kiki-Resto, Kiki-Concripts, Karmic-Reveillark, Altar-DeathMantle engines. It seeks to ramp out fast then cast armageddon on T4 while having enough mana rocks to cast Aurelia for beats.
After playing that deck for a while, I started to get bored. While 2 card infinites are efficient, they don't bring much joy to me as they are simple to assemble. Personally I prefer multi-card combos which actually test the limits of my deck building skills. To me, building a deck and successfully pulling off the various synergies gave me more joy than winning or losing the match. Hence I sat down to rework on my favorite Boros commander.
There are a few things in which this deck strives to achieve:
Why you should consider this deck
Do consider giving this deck a whirl if you:
This deck might not be suitable for those who:
Decklist and Statistics
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1x Aurelia, the Warleader
//Durdle FTW (2)
1x Goblin Charbelcher
1x Druidic Satchel
//Combat Tricks (4)
1x Ghostway
1x Boros Charm
1x Legion's Initiative
1x Restoration Angel
//Multiple Combat Phases (3)
1x Aggravated Assault
1x Godo, Bandit Warlord
1x Scourge of the Throne
//Haste Givers (4)
1x Urabrask the Hidden
1x Ogre Battledriver
1x Sneak Attack
1x Lightning Greaves
//Beaters (5)
1x Inferno Titan
1x Sun Titan
1x Wrecking Ogre
1x Wurmcoil Engine
1x Myr Battlesphere
//Artifact Specific (3)
1x Kurkesh, Onakke Ancient
1x Karn, Silver Golem
1x Goblin Welder
//Card Advantage and Quality (8)
1x Land Tax
1x Scroll Rack
1x Staff of Nin
1x Sword of Fire and Ice
1x Memory Jar
1x Sensei's Divining Top
1x Mask of Memory
1x Kozilek, Butcher of Truth
1x Sculpting Steel
1x Minion Reflector
1x Reiterate
1x Mimic Vat
1x Felhide Spiritbinder
//Mana (13)
1x Mana Vault
1x Coalition Relic
1x Thran Dynamo
1x Gilded Lotus
1x Boros Signet
1x Sol Ring
1x Mana Crypt
1x Iron Myr
1x Palladium Myr
1x Gold Myr
1x Burnished Hart
1x Solemn Simulacrum
1x Wayfarer's Bauble
//Removal and Protection (9)
1x Duergar Hedge-Mage
1x Dispeller's Capsule
1x Austere Command
1x Aura of Silence
1x Oblation
1x Chaos Warp
1x Return to Dust
1x Path to Exile
1x Swords to Plowshares
//Recursion (4)
1x Adarkar Valkyrie
1x Karmic Guide
1x Faith's Reward
1x Nim Deathmantle
1x Stoneforge Mystic
1x Enlightened Tutor
1x Sunforger
//Sacrifice Point (1)
1x Spawning Pit
//Lands (35)
1x Flagstones of Trokair
1x Sacred Foundry
1x Plateau
1x Clifftop Retreat
1x Temple of Triumph
1x Rugged Prairie
1x Mistveil Plains
1x Madblind Mountain
1x Sunhome, Fortress of the Legion
1x Slayers' Stronghold
1x Command Tower
1x High Market
1x Darksteel Citadel
1x Kor Haven
1x Strip Mine
1x Ancient Tomb
1x Mutavault
1x Terrain Generator
1x Winding Canyons
8x Plains
8x Mountain
Statistics
Creatures: 25
Enchantments: 5
Artifacts: 24
Sorceries: 1
Instants: 10
Planeswalkers: 0
Lands : 35
Avg casting cost: 3.43
Link to deckstats:
Noteworthy Combos, Interactions & Strategies
A small caveat: There are still infinite combos in this deck, just that they are not as common as normal, efficient combos. Use them at your discretion, should your meta disallow infinite combos for whatever reason.
Let me talk a little about Aurelia, Aurelia is a commander which allows an additional combat phase whenever she attacks for the first time each turn, and untaps ALL creatures you control. Do take note of the bold words, repeat it many many times in your head if need be, as it is fundamental for this deck to do its magic. There are 3 other cards which do the same, but they are more situational. I'll talk more about them later.
Ok, on with the combos.
Commander specific infinite - Aurelia Valkyrie engine
Pre-requisite: Aurelia, the Warleader + Adarkar Valkyrie + Spawning Pit
Effect: Infinite combat phases, infinite untaps of your creatures
Remember the phase that is bolded? Each time Aurelia ETB, from the command zone, from your hand, from the graveyard, it doesn't matter. The game rules treat Aurelia as a new entity. Hence attacking each time will always be the her first attack of the turn, triggering more combat phases. Spawning Pit is my choice of a sacrifice engine for the deck. There are numerous sacrifice engines, like the altars (Ashnod, Phyrexian, Dementia etc), Blasting Station etc. Take your pick, note that Ashnod Altar and Phyrexian Altar will enable the Nim Deathmantle infinite.
Also note that this combo also enables infinite uptaps on your creatures, for example mana dorks, but the mana is only available until end of each combat phase. You can use them to get 2/2 tokens from spawning pit.
How to use the combo:
Commander specific infinite - Inspired Aurelia!
Pre-requisite: Aurelia, the Warleader + Felhide Spiritbinder + Mana Dorks which can tap for 1R
Effect: Infinite combat phases, infinite untaps of your creatures
Another infinite engine in the deck. This is rather situational as you have to make sure that Felhide Spiritbinder doesn't die everytime he attacks, very good way to kill off an opponent who has no blockers.
How to use the combo:
Situational finite - Mino-dragon Pair
Pre-requisite: Scourge of the Throne + Felhide Spiritbinder + your life total is not the highest
Effect: Generate more combat phases, more untaps of your creatures, more Scourge tokens for the turn, depending on how many iterations of 1R you can pay
Edit: Finite engine in the deck. This is also rather situational as you have to make sure that Felhide Spiritbinder doesn't die everytime he attacks, very good way to kill off an opponent who has no blockers. Note that as long as you target the newest Scourge of the Throne token at the opponent with the highest life total above yours, you can get the extra dragon token.
At first glance this is a bombo doomed to work only a couple of times, however there are a couple of tricks you can employ to make sure you can get the most number of attack phases. One way is to sacrifice the token that is attacking the player with the highest total, 'forever' letting him have the most life until the rest of the group is destroyed with the multiple attack phases. This is a finite engine which is limited to the number of 1R available.
How to use the combo:
Infinite - Aggravated Rocks
Pre-requisite: Aggravated Assault + Karn, Silver Golem + Mana Rocks which can tap for 3RR + mana to make those rocks into artifact creatures
Effect: Infinite attack phases, Infinite untaps of creatures (+ artifacts with casting cost more than 1)
An easy to understand combo, do take note that the untap goes at sorcery speed. This is one of the combos which can win the game without attacking when certain additional artifacts are animated (Staff of Nin, Goblin Charbelcher). One of the biggest advantages of having Karn, Silver golem in the deck is he works really well with Aurelia, by making the various artifacts we have in the deck into attackers.
How to use the combo:
Note:
Variants of the above infinites, there are other cards in the deck are interchangeable with other cards, like Nim Deathmantle
Interaction - Durdle Draw
Pre-requisite: Kurkesh, Onakke Ancient + Sensei's Divining Top + 1R for each draw
Effect: Draw a card for 1R
An interesting small durdle engine which costs only 1R to use. Kurkesh is the creature version of the stronger version Rings of Brighthearth. There are pros and cons of using one over the other. Kurkesh is chosen here due to the lower perceived threat. Sensei's Divining Top can be replaced with any other artifact with activated ability for different effects, notable ones are Goblin Charbelcher, Mimic Vat
How to use the combo:
Interaction - Look deep with Charbelcher
Pre-requisite: Scroll Rack + Goblin Charbelcher
Effect: Dig deeper into the deck while dealing damage.
Boros suffers from the lack of tutors and has poor card filtering. Fortunately with the help of artifacts we are able to mitigate this 2 weaknesses a bit. With scrollrack we can grab the top few cards by replacing cards which we don't want to the top of the library, and Charbelcher the top of the library away to the bottom of the library for a new fresh set of top cards. The good part about this is that we can set it up in such a way the Charbelcher deals a substantial amount of damage while we exchange the cards. All these for a mere 4.
To be continued...
Card choices
To be continued...
WUBRG Reaper King - Elf Tribal WUBRG | Tribal Fun
WRG Gishath, Sun's Avatar - Dinosaur Tribal WRG | Rawr!!!
WUG Derevi, Empyrial Tactician - Enchantress Tactics WUG | Enchantments Focused
GBG The Gitrog Monster - Land Shenanigans GBG | Lands/Mill Focused
WBW Kambal, Consul of Life Allocation Matters WBW | Life Gain/Loss focused
UBR Kess, Dissident Mage of the Lotus UBR | Spellslinger
BGB Hapatra, Vizier of Poisons - Counters & Tokens BGB | -1/-1 counters focused
WUBRG Reaper King - Elf Tribal WUBRG | Tribal Fun
WRG Gishath, Sun's Avatar - Dinosaur Tribal WRG | Rawr!!!
WUG Derevi, Empyrial Tactician - Enchantress Tactics WUG | Enchantments Focused
GBG The Gitrog Monster - Land Shenanigans GBG | Lands/Mill Focused
WBW Kambal, Consul of Life Allocation Matters WBW | Life Gain/Loss focused
UBR Kess, Dissident Mage of the Lotus UBR | Spellslinger
BGB Hapatra, Vizier of Poisons - Counters & Tokens BGB | -1/-1 counters focused
Some cards that should be considered:
Gratuitous Violence - with this and Boros Charm you can one shot someone with Aurelia
Umezawa's Jitte - pretty much the best equipment there is
Angelic Renewal - efficient recursion. Gets cute with Sun Titan
Iroas, God of Victory - helps get damage through
One combo card that I'm quite fond of is Breath of Fury. All you need is something that puts a creature into play whenever it attacks or deals damage. Hero of Bladehold and Sun Titan are two good examples. Just add a haste enabler and you've got infinite combat phases. This works a lot better in my build (link in sig) because I've got all the cards to support it. But you don't even need to go infinite. If you've got enough weenies, you can easily kill someone with an equipped Aurelia.
My build is a token centric, low cost, aggro build with land destruction support that can also go voltron. Check it out I find it to be a lot of fun. Skullclamp and Retribution of the Meek are a couple of all stars.
MY PRIMER ON NIV-MIZZET, THE FIREMIND, MY CUSTOM CARDS ON DEVIANTART
My other decks:
Kaalia of the Vast: Certified Air Raid Material
Prossh, Skyraider of Kher: NOM NOM NOM!
Aurelia, the Warleader: Warclamp
EDIT: I mean, the dragon/felhide are nice together, but the Manadorks only seem to be useful if they swing while 2 dragons are already down.
MuzzioU XenagosGR NahiriW GitrogGB MarathGRW MarchesaUBR JenaraGUW KarlovBW TazriWUBRG
Retired: RakdosBR
I don't see how this would work. Aurila's ability does not trigger when she comes into play: "Whenever Aurelia attacks for the first time this turn," Sacrificing and returning her to the battlefield does not negate your previous first attack. Assuming you already attacked once during your turn, the text highlighted above no longer triggers. What am I missing?
agreed, unlike Aurelia Scourge of the Throne cannot untap an Iron Myr that tapped for mana.
MY PRIMER ON NIV-MIZZET, THE FIREMIND, MY CUSTOM CARDS ON DEVIANTART
My other decks:
Kaalia of the Vast: Certified Air Raid Material
Prossh, Skyraider of Kher: NOM NOM NOM!
Aurelia, the Warleader: Warclamp
Now assume we have Aurelia in play at the beginning of our turn: first main phase - combat phase - Aurelia attacks - second combat phase Aurelia trigger - second main phase.
Isn't it too late if she comes into play as a new creature during the second main phase? The initial combat phase is long gone. I don't see how she can create a new 'first' combat phase, even if she is a new creature...
Unless you guys are talking about sacrificing her during the combat phase itself. I could see that working if that's the case. Just want to understand it right
@SeaThief and Rowan:
My bad, can't believe I've misread the dragon. Will rewrite that section. Thanks for pointing it out. Guess I'll have to find a way to slot in Treasonous Ogre to get the dream attack squad.
@sleeper_agent007:
There are 5 sub-phases within the combat phase, Beginning of combat, Declare Attackers, Assign Blockers, Combat Damage Step and End of Combat Step. For the dual angels combo, there are 2 timings in which you can sacrifice her during combat.
The first time is right after all damage is assigned:
510. Combat Damage Step
510.3. Third, any abilities that triggered on damage being assigned or dealt go on the stack. (See rule 603, "Handling Triggered Abilities.")
510.4. Fourth, the active player gets priority. Players may cast spells and activate abilities.
The second time is the End of combat step where you get another "active priority" chance:
511. End of Combat Step
511.2. Second, the active player gets priority. Players may cast spells and activate abilities.
WUBRG Reaper King - Elf Tribal WUBRG | Tribal Fun
WRG Gishath, Sun's Avatar - Dinosaur Tribal WRG | Rawr!!!
WUG Derevi, Empyrial Tactician - Enchantress Tactics WUG | Enchantments Focused
GBG The Gitrog Monster - Land Shenanigans GBG | Lands/Mill Focused
WBW Kambal, Consul of Life Allocation Matters WBW | Life Gain/Loss focused
UBR Kess, Dissident Mage of the Lotus UBR | Spellslinger
BGB Hapatra, Vizier of Poisons - Counters & Tokens BGB | -1/-1 counters focused
{T}: When target creature other than Adarkar Valkyrie dies this turn, return that card to the battlefield under your control.
WUBRG Reaper King - Elf Tribal WUBRG | Tribal Fun
WRG Gishath, Sun's Avatar - Dinosaur Tribal WRG | Rawr!!!
WUG Derevi, Empyrial Tactician - Enchantress Tactics WUG | Enchantments Focused
GBG The Gitrog Monster - Land Shenanigans GBG | Lands/Mill Focused
WBW Kambal, Consul of Life Allocation Matters WBW | Life Gain/Loss focused
UBR Kess, Dissident Mage of the Lotus UBR | Spellslinger
BGB Hapatra, Vizier of Poisons - Counters & Tokens BGB | -1/-1 counters focused
While the combo does work, just be careful if someone has some sort of graveyard hate out like Tormod's Crypt or Scavenging Ooze. These can exile Aurelia (send her back to the command zone, really) before she is returned with the Valkyrie's ability.
MuzzioU XenagosGR NahiriW GitrogGB MarathGRW MarchesaUBR JenaraGUW KarlovBW TazriWUBRG
Retired: RakdosBR