
Alandra, Sky Dreamer
The Commander
Whenever you draw your second card each turn, create a 2/2 blue Drake creature token with flying.
Whenever you draw your fifth card each turn, Alandra and Drakes you control each get +X/+X until end of turn, where X is the number of cards in your hand.
Guide
Gameplan
Alandra is a mono-blue draw-go deck that turns card advantage into a flying army. Draw your second card each turn to spawn 2/2 Drakes, then chain extra draws to hit your fifth and pump your fliers into lethal threats. You play control early, protect Alandra, and win by going wide with evasive tokens backed by a big hand.
Strengths
- Generates flying tokens for free off any extra-draw engine, building a board without spending cards.
- Mono-blue gives access to the deck's best counterspells, card draw, and protection.
- The +X/+X anthem can produce explosive, often lethal alpha strikes out of nowhere.
- Token swarm plus card advantage makes the deck resilient to single removal and board attrition.
Weaknesses
- Heavily reliant on Alandra herself for the anthem payoff; she's a removal magnet.
- Mono-blue struggles with enchantment and artifact removal and lacks efficient creature removal.
- Wrath effects can wipe the Drake army and undo your tempo.
- Needs to actively draw multiple cards per turn, so a slow hand can leave you behind.
Key Cards
- The Reality Chip — Lets you play off the top of your library, fueling consistent extra draws each turn.
- Teferi's Ageless Insight — Doubles draws so a single card-draw spell easily hits your second and fifth triggers.
- Alhammarret's Archive — Doubles card draw to reliably trigger both Drake creation and the anthem.
- Thassa's Oracle — A clean alternate win that rewards the deck's enormous library manipulation and draw.
- Cyclonic Rift — Premier mono-blue board reset that protects your fliers while clearing blockers for the swing.
- Curiosity — Cheap repeatable draw enchantment that turns any unblocked Drake into a draw engine for more triggers.
Upgrade Path
Prioritize draw-doublers (Alhammarret's Archive, Teferi's Ageless Insight, Thought Reflection) so a single spell hits both triggers, and add cheap repeatable draw like Mystic Remora and The Reality Chip. Tighten protection with Heroic Intervention-style mono-blue options (Swiftfoot Boots, Lightning Greaves, counterspells) to keep Alandra alive, and include Thassa's Oracle plus a draw loop for a reliable non-combat win. Trim slow value cards for fast mana like Sol Ring and ramp rocks to deploy Alandra ahead of curve.
Core Cards
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
Win Conditions
- ▸Alpha strike with anthem-pumped flying Drakes after triggering the fifth-card draw
- ▸Going wide and grinding out evasive damage over multiple turns
- ▸Thassa's Oracle or Laboratory Maniac win off massive card draw
- ▸Cyclonic Rift overload followed by an unblocked Drake swarm
Archetypes
- Tokens — Every extra draw makes a flying Drake, naturally building a wide evasive board.
- Control — Mono-blue counterspells and bounce let you stall while assembling card advantage.
- Spellslinger — Cantrips and draw-doublers chain into Drakes and pump triggers each turn.
- Combo — Card-draw loops and Thassa's Oracle offer deterministic finishes off the deck's draw density.
Combos
No combos found for this commander on Commander Spellbook.
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Same color identity (U), by popularity.

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