We picked Aurelia ourselves, to round out the series with the one mechanic none of the other five touch: time. Not more cards, not more creatures, more turns of combat in the same turn.
A Boros (R/W) 3/4 for six mana that effectively doubles your combat step the turn she connects, and because she untaps your team first, everything that attacked already gets to attack again undamaged. The deck's whole identity is "what do I do with a second combat phase," and the honest answer is: mostly the same thing twice, harder.
What the suggestion engine actually found
With only Aurelia in the command zone, Deckaugur's
findSuggestions surfaces her three granted keywords directly,
keywords that multiply in value exactly when you're about to use them twice:
The pattern is consistent and correct: Aurelia's tags are her own keywords, so the engine chases more of the same keywords, which is precisely what a "turn my team sideways twice" plan wants.
The grade, and what it's actually measuring
Filled the same way as every deck in this series and run through
gradeDeck.
Removal (6 of 6) and board wipes (2 of 2) both landed exactly on target, unusually clean for an aggressive deck, and creatures cleared easily at 33 of 15. Ramp (5 of 8) and draw (4 of 8) both came up short, the predictable cost of an aggro shell: Boros has comparatively little of either tag relative to green or blue, and a synergy-ranked list won't manufacture card advantage that isn't there to find. That's a real, color-identity-driven gap rather than a building mistake, and it's exactly the kind of thing worth reading into the formula itself rather than assuming the deck is "wrong": the scoring article breaks down how the same gap looks completely different in a deck whose colors are naturally rich in card draw.
No loops, no hubs
Zero two-card loops and zero engine hubs, the same clean result as Urza's
list, for a related reason: Aurelia's ability is a trigger with no matching
cares tag on her own card for anything her own attack produces,
there's no second half for another card to bridge back into. Her power comes
from a keyword tax she applies to the whole team, not from a chain between
two specific cards, which is a perfectly real way for a Commander deck to be
strong that just doesn't look like a combo on paper.
Building your own
Prioritise evasion over raw power when the suggestion list offers a choice, a second combat phase is wasted on a board state your opponents can simply block through twice. The gap worth closing yourself is card advantage: a handful of real draw spells, even off-theme ones, keep the deck from running out of gas once the extra-combats plan gets answered.
BUILD THIS COMMANDER
Open the Workbench with Aurelia already in the command zone.
Further reading
- Commander playstyles: the full six-deck series, and why these six.
- How synergy scoring works: what the score measures and why warnings fire.
- Lathril, Blade of the Elves: another combat-first finisher, a token army instead of extra phases.
- Bello, Bard of the Brambles: a different red aggro plan, animated artifacts instead of extra combats.