Aerid Konstrari - Illustration by Chris Rahn

Aerid Konstrari | Illustration by Chris Rahn

The elder sphinxes of Reality Fracture are all interesting commanders, similar to the elder dragons they replace, but if you asked me to pick the most annoying to fight, it would be Aerid Konstrari, head of the Konstrari school of sculptors. And one of the most annoying ramp commanders ever printed.

Heartwood tokens are the marquee mechanic of Konstrari mages, and theyโ€™re absolutely devastating with Aerid because it creates them so easily. Let's see just what we can do with them.

The Deck

Aerid Konstrari - Illustration by Julia Vasilyeva

Aerid Konstrari | Illustration by Julia Vasilyeva

Commander (1)

Aerid Konstrari

Planeswalker (1)

Garruk, Curse Breaker

Creature (31)

Apex Altisaur
Bonehoard Dracosaur
Cavern-Hoard Dragon
Combustible Gearhulk
Craterclaw Colossus
Disciple of Freyalise // Garden of Freyalise
Etali, Primal Conqueror // Etali, Primal Sickness
Eternal Witness
Fanatic of Rhonas
Fierce Empath
Ingenious Artillerist
Jaxis, the Troublemaker
Kogla and Yidaro
Kogla, the Titan Ape
Mirage Phalanx
Ornithopter of Paradise
Orthion, Hero of Lavabrink
Pinnacle Monk // Mystic Peak
Reckless Fireweaver
Reclamation Sage
Roxanne, Starfall Savant
Sarinth Greatwurm
Sarinth Steelseeker
Springheart Nantuko
Summon: Bahamut
Tempestra, Dame of Games
Timeless Witness
Tireless Provisioner
Tireless Tracker
Tyrant's Familiar
Weftstalker Ardent

Instant (5)

Archdruid's Charm
Chaos Warp
Kazuul's Fury // Kazuul's Cliffs
Valakut Awakening // Valakut Stoneforge
Wild Magic Surge

Sorcery (14)

Bridgeworks Battle // Tanglespan Bridgeworks
Chandra's Ignition
Crackle with Power
Devastating Onslaught
Electroduplicate
Heat Shimmer
Life's Legacy
Molten Duplication
Reckless Impulse
Shatterskull Smashing // Shatterskull, the Hammer Pass
Stump Stomp // Burnwillow Clearing
Twinflame
Vandalblast
Wrenn's Resolve

Enchantment (3)

Echoing Assault
Garruk's Uprising
The Brothers' War

Artifact (12)

Arcane Signet
Blade of Selves
Cursed Mirror
Fellwar Stone
Gruul Signet
Herd Heirloom
Liquimetal Torque
Mind Stone
Palantรญr of Orthanc
Sol Ring
Talisman of Impulse
Thought Vessel

Land (33)

Arena of Glory
Boseiju, Who Endures
Cinder Glade
Command Tower
Commercial District
Darksteel Citadel
Fabled Passage
Forest x5
Fountainport
Great Furnace
Karplusan Forest
Kessig Wolf Run
Mountain x4
Prismatic Vista
Rockfall Vale
Rootbound Crag
Shifting Woodland
Slagwoods Bridge
Spire Garden
Stomping Ground
Thornspire Verge
Training Compound
Treasure Vault
Tree of Tales
Wooded Foothills
Yavimaya, Cradle of Growth

This is a Bracket 3 Gruul () artifact-copy deck that focuses on getting the most oomph as possible from its commander, Aerid Konstrari. This manifests in big monsters to ramp into and red copy effects like Twinflame and Heat Shimmer that can copy either the commander for extra ramp or the battlecruisers for extra pressure.

The Commander: Aerid Konstrari

Aerid Konstrari

Aerid Konstrari is, in my humble opinion, the most annoying commander of 2026 because of its Heartwood production. Even ignoring that they're untapped, having a commander that makes a permanent mana source when it enters and dies means that Konstrari pays the commander tax in its entirety unless exiled. Remember when everybody had issues with Golos, Tireless Pilgrim covering half the cost?

My gripes aside, Aerid Konstrari makes for a very strong commander. Token copies of the sphinx are potent because theyโ€™ll make a token on entry, invoke the legend rule, and die (you should sacrifice the token 99% of the time), leaving behind two more mana rocks. Since you can make Heartwood so easily, you'll have no trouble using Aerid's activated ability, maybe multiple times.

Copy Effects

Echoing Assault

Echoing Assault works great with Aerid; since it has flying, you can basically always attack with it. Itโ€™s also the only one of these copy effects that tag Aerid plus other creatures. The combat phase you get to attack one player with Aerid, another with Etali, and the third with Craterclaw Colossus probably ends the game.

Orthion, Hero of Lavabrink is a ton of fun. A consistent copy engine is great, and Aerid basically makes the effect mana-neutral since it creates two untapped Heartwood tokens. Once youโ€™ve amassed plenty of mana, you can make five copies of something. Devastating Onslaught is also a copy spell aimed at late-game dominance.

Mirage Phalanx

Mirage Phalanx costs more mana that the other options but gets a bonus for creating new tokens every combat with no further mana invested.

Springheart Nantuko

Springheart Nantuko is the only copy spell in the deck that makes permanent copies, so pick your target carefully. It is very good on Konstrari since two Heartwoods cover the cost of copying, but you could easily end up in a situation where what you actually want is a Tyrant's Familiar every turn.

Blade of Selves and Jaxis, the Troublemaker are easily the best permanent-based copy engines, Blade for how many copies it makes and Jaxis for its low cost and the cantrip: Youโ€™re already planning on copying Aerid and letting it die, so why not draw a card for your trouble?

Heat Shimmer

Heat Shimmer stands out as the only copy spell that can target your opponentsโ€™ stuff. Your opponents wonโ€™t always have a better target, but it still creates funny moments.

Twinflame and Molten Duplication are the cheapest copy spells and thus the most efficient.

Artifact Payoffs

Reckless Fireweaver, Weftstalker Ardent and Ingenious Artillerist turn Heartwood creation into consistent damage.

The Brothers' War

The Brothers' War does a fair bit. The Powerstone tokens can always make mana for Aeridโ€™s ability, but the last mode is the more exciting. Itโ€™s pretty easy for this deck to end up with seven or eight artifacts lying around by the time it goes off. Once you get into the real late game, it can even pick off a player.

Sarinth Steelseeker

I love Sarinth Steelseeker, though I donโ€™t play it often. The card selection makes it hard to whiff, especially when youโ€™re making two or three artifacts in a turn.

Craterclaw Colossus

Craterclaw Colossus is pretty new but I imagine itโ€™s an instant Commander staple from Reality Fracture. It looks amazing in this deck since it pumps out so many artifacts.

Roxanne, Starfall Savant

Roxanne, Starfall Savant practically has to be in this deck. Itโ€™s the perfect artifact token support card, and it isnโ€™t half bad to copy, either. Itโ€™s generally a good idea to play mana doublers where you can. If you have three Heartwood tokens, Roxanneโ€™s actually mana-positive since you spend 5 mana and they tap for 6.

Interaction

Chaos Warp and Wild Magic Surge are great catch-all removal spells worth running in most red decks that arenโ€™t aiming for cEDH, so those are here.

Archdruid's Charm

I love Archdruid's Charm as a very flexible card. It mostly kills creatures, artifacts, and enchantments, but it can be a ramp spell in a pinch (the weakest mode) or find an important creature.

Reclamation Sage and Vandalblast make short work of artifacts, with the former also tagging enchantments.

Chandra's Ignition looks great in this deck: You have a low-cost but high-power commander that rewards you when it dies plus other large creatures to target. With high-power creatures like Apex Altisaur, this easily goes from board wipe to finisher.

The Altisaur is mostly here as one of my favorite ramp targets. It, Tyrant's Familiar, and Summon: Bahamut are excellent removal spells because you can copy them with your token engines for value.

Kogla, the Titan Ape and Kogla and Yidaro arenโ€™t as good with the copy effects since theyโ€™re legendary, but I want my ramp targets to overlap with my removal or card draw as much as possible for efficiencyโ€™s sake.

Card Draw

Eternal Witness and Timeless Witness are excellent recursion spells because they have enters abilities! Theyโ€™re great with the copy effects on two accounts: Firstly, theyโ€™re good to copy. Secondly, they recycle the sorceries.

Palantรญr of Orthanc

Palantรญr of Orthanc is one the slower side for draw engines, but this deck cares about having artifacts in play and has a high enough cost to make the mill punishing, so it fits well enough.

Combustible Gearhulk, Disciple of Freyalise, and Bonehoard Dracosaur are the draw spells/ramp targets I mentioned.

Wrenn's Resolve and Reckless Impulse make it into practically every red deck I build; drawing two cards for 2 mana is so strong.

Tireless Tracker

Tireless Tracker merges card draw with our artifact themes, which is very handy.

Life's Legacy

Life's Legacy should often sacrifice Aerid. Itโ€™s such an easy commander to recast, and it rewards you for it entering and dying, so you donโ€™t mind sacrificing it to draw five cards.

Garruk's Uprising is a fantastic draw engine in a deck that wants to make a 5/4 every turn. Iโ€™m also very high on Garruk, Curse Breaker as a planeswalker with the Uprising static that can trigger itself or ramp. I donโ€™t think the planeswalker is better than the enchantment given the higher cost but cards that ramp and draw are often very strong.

Etali, Primal Conqueror

Etali, Primal Conqueror might be the best card in the deck. Anytime you flip into one of your copy spells, it feels like youโ€™ve won the game since you get six spells from your opponents. Sure, you might hit a board wipe or a counterspell, but you can only whiff so many times.

The Mana Base

The ramp section deviates from the standard by leaning into artifact ramp with Talismans and Fellwar Stone and the like. Green decks typically prefer mana dorks because theyโ€™re faster or land ramp because itโ€™s harder to interact with, but here youโ€™ll take the artifact route for your payoffs. That said, Fanatic of Rhonas is good enough to run despite its type.

The land base is nothing out of the ordinary. There are lots of utility lands, mostly MDFCs like Pinnacle Monk and Bridgeworks Battle.

Fountainport

Fountainport is worth pointing out as a draw engine that can sacrifice Heartwood tokens in a pinch or make artifacts.

The Strategy

This deckโ€™s ideal draw looks something like turn-2 rock, turn-3 Aerid Konstrari, and either making a copy or playing something big. The mana rock is the most important non-Konstrari element; at the very least, itโ€™s a 5/4 and you have a few turns to draw into something. As such, I place a high priority on finding mana rocks (or Fanatic of Rhonas).

Many of the copy effects are one-time uses only, so you need to think carefully about when you use them. Using Twinflame to ramp 2 mana is often good, especially early, but that play pattern worsens as the game goes on and you need to finish the game. After youโ€™ve copied Konstrari once or twice, start to look for something more threatening.

The deck can end the game in a couple of ways. One option to be mindful of is commander damage. I wouldnโ€™t call this a Voltron deck by any means, but Aeridโ€™s activated ability can buff it enough to two-tap an opponent.

Combos and Interactions

Though the deck has no infinite combos, I do want to touch on a few relevant interactions.

Fierce Empath

First up is Fierce Empath. It has several potential targets, but youโ€™ll almost always want one of these three cards:

  • Mirage Phalanx makes the most of the engines in the deck. Itโ€™s very good in a board stall because you can keep making Heartwood tokens until Aerid punches through.
  • Craterclaw Colossus might be the most effective finisher in the deck. Playing it often results in the game ending, so itโ€™s always good to look out for.
  • Etali, Primal Conqueror is probably the go-to target for Fierce Empath. If you donโ€™t have something for the Phalanx to copy and canโ€™t win off a Craterclaw Colossus, get this.

Next up, I want to shine a spotlight on Liquimetal Torque. The deck has multiple ways to blow up artifacts, most notably Vandalblast and Boseiju, Who Endures; making a creature into an artifact makes those cards more useful. It even lets Archdruid's Charm exile an indestructible creature.

Mirage Phalanx

Soulbond on Mirage Phalanx can be shaken off easily if itโ€™s paired with a legendary creature. Letโ€™s say that Phalanx is soulbonded with Konstrari, but you want to play Etali. When you make the next Konstrari copy, sacrifice the original rather than the token to the legend rule. That unpairs the Phalanx and leaves it open to find a new soulmate.

Rule 0 Violations Check

This build falls very cleanly into Bracket 3, with no funny business or attempt to stretch the rules. As long as youโ€™re sticking to the rules of the brackets, this shouldnโ€™t violate any Rule 0 talk unless the pod gets salty about ramp.

Budget Options

Budget options should always start with the mana base. Make it work for you; cut the fetch land and shocks and everything for cards better-suited to your judgment. If you cut the modal double-faced cards, replace them with basics of the corresponding color; I added them as lands first, and the deck will stop working if you cut seven lands for spells.

Etali, Primal Conqueror, Craterclaw Colossus, Summon: Bahamut, and Cavern-Hoard Dragon are all very expensive top-end cards. You can replace them with pretty much any other ramp targets; I recommend cards with good enters abilities to copy, like Woodfall Primus, Avenger of Zendikar, Molten Primordial, and Terastodon.

Helm of the Host

Molten Duplication doesnโ€™t have a great replacement, but Helm of the Host replaces it with another copy spell, though the much higher mana cost hurts.

Dragonhawk, Fate's Tempest is a decent replacement for Bonehoard Dracosaur, and Elemental Bond and Outcaster Trailblazer can replace Garruk, Curse Breaker and/or Palantรญr of Orthanc.

Other Builds

Itโ€™d be easy to power this deck up with infinite combos. All those copy effects are a Dualcaster Mage away from infinite creatures, plus this is a good shell for Splinter Twin and its combos. You could make room for the combos by trimming some of the battlecruisers. Cards like Apex Altisaur and Combustible Gearhulk get worse as you stray from fair Magic. Aerid even gives you an outlet for infinite mana!

Commanding Conclusion

Aerid Konstrari - Illustration by NgN

Aerid Konstrari | Illustration by NgN

Though I find Aerid pretty annoying as a commander, I canโ€™t deny that it does fun things. A commander you actively want to copy and kill is neat design space, and the resulting decks look pretty solid. Who knows, I might even give it a spinโ€ฆ.

How do you feel about Aerid Konstrari? Are you interested to build it or the other elder sphinxes? Let me know in the comments below or on the Draftsim Discord! If you want more cool Magic content, check out our YouTube channel, The Daily Upkeep!

Stay safe, and thanks for reading!

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