Hello awesome folks! I hope that your day is going incredibly well today! Today I want to build around my second highest-charting gold Commander from this set, which you can find on my Top Ten List here. This is my next in the Commander series built around new cards that just debuted in Tales of Middle Earth (TOME). Will this be my last one? We'll see!
Anyways, today we want to build around one of the Aragorns that was just printed, that has everything but Black.
Your four-mana investment nets you a fun 5/5 body that's on curve, and then four cast triggers for the colors of your spells, so they are: White? Make a 1/1 token! Blue? Scry 2! Red? Bolt a foe! Green? +4/+4 a dork! All are strong, and if your spell cast is more than one color, you'll net more than one trigger. Note these are cast triggers, not ETBs, so if your spell is countered, you'll still get your triggers.
So, the goal here, is to build around a gold spell so that we can cast things that have multiple colors to maximize this. That means we'll really need to focus on our mana base so that this is playable on turn 4 and our three-color Charm spell can be cast reliably. Also, we don't want to lean on artifacts like a four-color brew often does when getting early play to ensure they can get stuff done.
Ready?
Mana, Ramp and Lands
Let's start with the Green section of ramp. With two-cost rampers, we can, feasibly, cast Aragorn on the third turn, but it's not easy to sort out our mana colors. Enter in things like the first common here, that will search out a Plains, Swamp, Mountain or Island and ramp it. Since you can cast Green to cast it, you can skip that mana and get the right color for the situation. I am also running things like Three Visits here as well to grab duals. The other common here fetches out one basic of any type, and then one to your hand, on the third turn, so two colors of mana should help to ensure a fourth-turn play with the extra land dropped on turn 4. I am also running the obvious Kodama's Reach here.
Now let's turn to some two-drops in Green that'll help us with that mana! The Tender is a 1/1 that taps for mana equal to your colors, so that'll always count itself. Then if you control Aragorn that'll tap for four colors of mana, nasty. That's great for your heavy gold things like Naya Charm. I am also running Faeburrow Elder that does the same on a three drop that's in Green and White so it'll always tap for two. Then the Omen will let your lands become every basic land type, so they'll tap for anything. That's a guaranteed fourth-turn Aragorn with any four lands.
Joiner Adept lets your lands tap for any color of mana, note it's on curve. Then it'll, again, let your Aragorn arrive turn 4. It used to get heavy play in multiplayer and Commander but it's a lost staple. Cryptolith Rite will let your dorks tap for any color of mana, so with one dork, you can drop Aragorn with the right three lands, and helps to ensure a better mana making later too.
Now let's turn to lands! I am running three of the lands in TOME. Check out this pair. The Blue one arrives untapped if you control a legendary dork, so that's tapped in the early game. Then you can tap it with two mana to scry 2 and then only if you control a legendary dork. Then the Green one will tap with two and an untapped dork to make a Food. Nice life gain here in my land base from a land you'll want to drop on turn 1 prior to needing anything and then a turn 2 Green spell to help with the mana. I am also running Mines of Moria in this cycle in Red for Treasure making to get my gold stuff cast.
We need Green to cast our stuff, right? Enter Yavimaya, Cradle of Growth! This will make sure that you'll always have Green available. I am running all fetchable lands in our colors as well as the 4 Triomes to help make sure our searching on the second turn with Farseek and Friends will work.
Key Gold Stuff
Now let's turn to some fun gold stuff! Narsets! The former one is a six-drop tri-colored 3/2 with first strike and hexproof, hard to answer. When you swing, you exile the top four cards of your library and can you can cast, for free, noncreature ones this turn. So, it's card flow. The latter Narset is the planeswalker, a 4-drop massive 6-loyalty Azorius option, with a +1 to look at the top card of your library and then reveal and put it into your hand if it's not a dork or a land. Card flow again. Then you can -2 her and give your next instant or sorcery cast this turn rebound, and we have a lot in here. Two copies, for free! Very strong card flow and board stuff here with my Narsets!
From Narsets to Eowyns! Eowyn, Fearless Knight is a 3/4 haster. Swing away! When it ETBs, you can exile a dork an opponent controls with a greater power. Legendary stuff you control get's that exiled dork's colors in protection this turn, so that's removal and swinging on a dork. The Jeskai Eowyn, Shieldmaiden is a five-drop 5/4 with first strike - both on curve. At the beginning of combat on your turn, if another Human ETBd, you can make two 2/2 trample Human Knights with haste and then if you control at least 6 Humans, draw a card. Since Aragorn is a Human and he makes Human tokens, that's likely with a White cast. You have removal, token making and card flow here in this duo!
The uncomon is a Boros 3-drop 2/3. When he or another Human ETBs, we can give a dork double strike this turn. For each one! That means you can speed up Aragorn's Commander Damage kill quite ably if leaning on that, and we already talked about how common that was with our tokens above. The rare is a four-drop in Azorius colors with a 3/3 body. In your end step, you choose a foe. If they attacked you on their turn, make three 1/1 Humans, which, again count for Eowyn. Then if not, draw a card. Either way you get something good!
Synergies and Winning Conditions
Now let's turn to synergies and winning conditions. General Ferrous Rokiric is a three-drop Boros colored 3/1. He has hexproof from monocolored, so he cannot be targeted by most traditional Commander removal or bounce options. Then he has an awesome cast trigger to make a 4/4 Golem that's an artifact when you cast a multicolored spell. Nasty!
Fallaji Wayfarer also has a cast for that to give them convoke. Strong here. Then it's a three-drop in mono-Green that is all colors but not for color identity. So, it'll act as all four of our colors for purposes of things we'll see later. This is a big boost with Knight of New Alara. Note this pair are just randomly Humans.
Check out this pair! The Hero costs two, is just White, and then when you cast a multicolored spell? Make a 1/1 Human, again another Human token maker! Rienne costs 5 in Naya colors, and then is a 5/4 body with flying. Your other multicolored things get a boost to power. Then when they die, at the end of your turn, return them to your hand so you can recast them for another set of triggers!
Let's finish our section with this pair! The creature costs four, has a 4/4 body, and is in the four colors of Aragorn. When it ETbs, draw a card, so that's free. Then it has landfall, and we have lots of Green based ramp here to trigger it. The first time a land arrives? Gain 4 life! The second time? Make four mana to cast your stuff! The third time? It shoots your foes and their stuff for 4 damage each. Strong here!
The planeswalker costs three, Simic colors, and arrives with 4 loyalty. You can +2 him to make a Food, or +1 him to turn an artifact or creature onto a 3/3 Elf that loses their abilities. So, ideally, you'll turn it on opposing Commanders that will lose their ability, so it's board control and life gain. And you can make your Foods and 1/1 into 3/3 so you can build your army over time and its gold.
Answers
Now let's turn to answers! We'll start with answers to answers. I have the obvious Heroic Intervention and Teferi's Protection, and Boros Charm. This two cost Boros instant will give your stuff indestructible for the turn to save it from removal that would destroy. Or you can shoot a planeswalker for 4 or give Aragorn double strike out of nowhere for a Commander Damage win. I also tossed in Simic Charm to give your stuff hexproof for the turn instead. Next are counters! Dovin's Veto costs two and is an uncounterable Negate in two colors. I am also running Absorb and Mystic Snake as emergency counters.
Let's turn to some Commands! Each are Red and instants with other colors. The Blue one costs three, and you have four options, all good here. You can shock a target, make a Treasure for ramping out Aragorn, shatter an artifact, or Loot two. Anything here is good to go.
The Green one costs two, and then your four options are to shut off life gain from your foes, or Bolt your foes, or ramp out a land untapped, or give your team +1/+1 and reach for the turn. As a combat trick to block with your tokens that are now with reach as a surprise and +1/+1 that could change math in your way and give you loads of foes killed. It's also ramp, but not Treasures but lands, and then a win con with your foes.
Card Flow
Let's finish with gold card flow. The uncommon costs two, in Izzet colors, and you dig three. You draw one, cast one this turn, and put one at the bottom of your library, so card flow in two cards from one spell. Then the common costs two as well, but in Boros. You gain two life, discard two and draw three. The idea here early is to discard things you cannot cast with that mana to draw, or later to discard things you don't need like extra ramp spells or lands to draw.
Let's finish this with a pair of 5-drop sorceries that cost Green and something else!
Escape to the Wilds will exile the top five cards of your library and you can play them through your next turn. You also drop an extra land this turn, so if you exiled two lands, you can drop both this turn, and if three, two this turn and one next. Very strong impulsive card flow. And Urban Evolution will draw you three cards and then also let you play an additional land this turn. It's also strong with the card flow. There are two more of things that draw and then ramp in Simic colors that I am also running.
Alright, enough dodging, what's my decklist?
Gold Casts with Aragorn | Commander | Abe Sargent
- Commander (1)
- 1 Aragorn, the Uniter
- Creatures (24)
- 1 Bloom Tender
- 1 Cloudblazer
- 1 Eowyn, Fearless Knight
- 1 Eowyn, Shieldmaiden
- 1 Esper Sentinel
- 1 Eternal Witness
- 1 Faeburrow Elder
- 1 Fallaji Wayfarer
- 1 Faramir, Prince of Ithilien
- 1 Gandalf, White Rider
- 1 General Ferrous Rokiric
- 1 Guttersnipe
- 1 Hero of Precinct One
- 1 Joiner Adept
- 1 Knight of New Alara
- 1 Mystic Snake
- 1 Narset, Enlightened Master
- 1 Omnath, Locus of Creation
- 1 Rienne, Angel of Rebirth
- 1 Solemn Simulacrum
- 1 Tatyova, Benthic Druid
- 1 Theoden, King of Rohan
- 1 Torens, Fist of the Angels
- 1 Young Pyromancer
- Planeswalkers (2)
- 1 Narset Transcendent
- 1 Oko, Thief of Crowns
- Instants (20)
- 1 Absorb
- 1 Atarka's Command
- 1 Bant Charm
- 1 Beast Within
- 1 Boros Charm
- 1 Dovin's Veto
- 1 Endless Detour
- 1 Eureka Moment
- 1 Flame of Anor
- 1 Generous Gift
- 1 Growth Spiral
- 1 Heartwarming Redemption
- 1 Heroic Intervention
- 1 Izzet Charm
- 1 Naya Charm
- 1 Prismari Command
- 1 Sejiri Shelter // Sejiri Glacier
- 1 Simic Charm
- 1 Teferi's Protection
- 1 Valakut Awakening // Valakut Stoneforge
- Sorceries (12)
- 1 Bala Ged Recovery // Bala Ged Sanctuary
- 1 Cultivate
- 1 Emeria's Call // Emeria, Shattered Skyclave
- 1 Escape to the Wilds
- 1 Expressive Iteration
- 1 Farseek
- 1 Kodama's Reach
- 1 Nature's Lore
- 1 Rampant Growth
- 1 Three Visits
- 1 Trilling Discovery
- 1 Urban Evolution
- Enchantments (5)
- 1 Cryptolith Rite
- 1 Mirari's Wake
- 1 Prismatic Omen
- 1 Rhystic Study
- 1 Smothering Tithe
- Artifacts (1)
- 1 Chromatic Lantern
- Lands (35)
- 1 Boseiju, Who Endures
- 1 Breeding Pool
- 1 Command Tower
- 1 Exotic Orchard
- 1 Forbidden Orchard
- 1 Hallowed Fountain
- 1 Jetmir's Garden
- 1 Ketria Triome
- 1 Minas Tirith
- 1 Path of Ancestry
- 1 Raugrin Triome
- 1 Reflecting Pool
- 1 Rivendell
- 1 Sacred Foundry
- 1 Scavenger Grounds
- 1 Spara's Headquarters
- 1 Steam Vents
- 1 Stomping Ground
- 1 Temple Garden
- 1 The Shire
- 1 Yavimaya, Cradle of Growth
- 5 Forest
- 3 Island
- 3 Mountain
- 3 Plains
There we are! As you can see, I have a few instant/sorcery triggers here like Young Pyromancer and Guttersnipe and four modal spell // lands to make that work. I hope that you enjoyed my take on the Gold Matters of Aragorn, the Uniter!