Commander Deck Generator gallery

Aesi, Tyrant of Gyre Strait

Requested: $200 mainboard budget, bracket 3, intent: Landfall.

Mainboard price
$196.46
Estimated bracket
3
Model calls
2
Tokens (in / out)
7,497 / 5,858
Estimated model cost
$0.0014
Wall time
166 s

What the generator itself flagged

These warnings are stored with the deck. They are shown unedited, including failures.

Commander profile

Written by the model in one profile_synthesis call from the commander's card text and the evidence below. Identity, set and timestamps come from trusted inputs, not the model.

Landfall Value Engine

Aesi is a classic landfall value engine: it provides an extra land drop each turn and turns every landfall into card draw. The deck's core loop is to ramp heavily, play multiple lands per turn, and convert those land drops into card advantage and board presence. The user's intent is 'Landfall,' which aligns perfectly with the consensus strategy; no divergence is noted. The deck typically wins through overwhelming token swarms (Scute Swarm, Avenger of Zendikar) or massive landfall-triggered creatures (Rampaging Baloths), often finishing with a Craterhoof Behemoth or similar overrun effect. Aesi's static ability is the engine, and the landfall draw is the output that fuels further land drops.

Win conditions the profile proposes

"in deck" marks profile key cards that made the final list. Others were cut by budget, legality, or optimization.

Build paths the profile describes
  • Landfall Value Engine (mainstream): The mainstream build: maximize land drops per turn with extra-land-play effects, fetch lands, and landfall payoff creatures. Aesi's card draw keeps the hand full, and the deck wins through token swarms or value accumulation.
  • Landfall Combo (emerging): An emerging build that focuses on infinite landfall loops using bounce lands, land recursion, and untap effects to generate infinite draw and storm-like finishes.
  • Landfall Control (underexplored): A text-supported but underexplored path: use Aesi's card draw to fuel a control shell with counterspells and removal, winning through a few high-impact landfall threats rather than a wide board.
Rest of the strategic profile
Synergy priorities
high: ['Extra land play effects (Azusa, Exploration, Ancient Greenwarden)', 'Landfall payoff creatures (Scute Swarm, Avenger of Zendikar, Rampaging Baloths)', 'Fetch lands and sacrifice lands (Evolving Wilds, Terramorphic Expanse, Harrow)', 'Land recursion (Ramunap Excavator, Crucible of Worlds)']; medium: ["Ramp spells (Cultivate, Kodama's Reach, Nature's Lore)", 'Card draw synergies (Tatyova, Benthic Druid, Tireless Provisioner)', 'Bounce lands (Simic Growth Chamber) for repeated landfall triggers']; low: ['Generic goodstuff creatures (Eternal Witness, Beast Within)', 'Counterspells for protection (Counterspell, Negate)']
Anti synergies
description: Cards that punish landfall or extra land drops, or that replace land drops with non-land ramp that doesn't trigger landfall., cards_to_avoid: ['Mana Crypt', 'Mana Vault', 'Chrome Mox', 'Mox Diamond'], reasoning: Fast mana artifacts like Mana Crypt and Mana Vault provide acceleration but don't trigger landfall, and they don't synergize with Aesi's extra land play. They can be included for speed, but they dilute the landfall engine. Mox Diamond and Chrome Mox are even worse because they require discarding a land, reducing the number of lands you can play.; description: Cards that require discarding lands or that exile lands from the graveyard, conflicting with land recursion strategies., cards_to_avoid: ['Faithless Looting', 'Frantic Search', 'Squee, Goblin Nabob'], reasoning: These cards force you to discard lands, which is counterproductive when you want to play lands from the graveyard with Ramunap Excavator. They also don't advance the landfall plan.
Strategic constraints
mana_base_requirements: The deck needs a high land count (typically 40+ lands) to support multiple land drops per turn. Fetch lands and sacrifice lands are crucial for triggering landfall multiple times per turn. Bounce lands like Simic Growth Chamber are also valuable for repeated triggers.; interaction_density: medium; speed_tier: midrange
Power indicators
estimated_ceiling_bracket: 4; estimated_floor_bracket: 2; notes: Aesi is a powerful value engine that can dominate casual tables, but it lacks the speed and combo consistency of cEDH decks. The ceiling is bracket 4 with optimized landfall combos and fast mana; the floor is bracket 2 for a casual landfall build. The deck is vulnerable to land destruction and stax effects that limit land plays.
Value inversions
normal_heuristic: Lands are a mana resource, not a card advantage engine., inverted_value: Aesi turns every land drop into a card draw, making lands themselves a source of card advantage. Extra land play effects become 'draw spells' that also ramp., desired_characteristics: ['Lands that can be played from the graveyard (Ramunap Excavator)', 'Lands that sacrifice themselves for value (fetch lands, Evolving Wilds)', 'Lands that return to hand (bounce lands)', 'Cards that allow extra land plays (Azusa, Exploration)'], undesired_characteristics: ['Lands that enter tapped without additional value (e.g., basic lands in the late game)', "Non-land ramp that doesn't trigger landfall (e.g., Mana Dorks, artifact ramp)"], evaluation_guidance: When evaluating cards, prioritize any card that increases the number of land drops per turn or allows replaying lands from the graveyard. A land that enters tapped is still valuable if it can be sacrificed and recurred. Non-land ramp is less valuable because it doesn't trigger Aesi's draw.; normal_heuristic: High-mana creatures are inefficient and should be avoided., inverted_value: Aesi's card draw allows you to ramp heavily and play high-mana landfall payoffs like Avenger of Zendikar and Rampaging Baloths, which are game-ending threats., desired_characteristics: ['Creatures with landfall triggers that create tokens or pump the board', 'Creatures that scale with the number of lands you control'], undesired_characteristics: ["Low-impact creatures that don't synergize with landfall", 'Creatures that are only good in the early game'], evaluation_guidance: Evaluate creatures based on their landfall synergy and late-game impact. A 6-mana creature that creates a token army is better than a 3-mana creature that just attacks for 3.
Engine dependencies
engine: Land drops per turn, engine_card_traits: ['Cards that allow playing additional lands (Azusa, Exploration, Ancient Greenwarden)', 'Cards that return lands from graveyard to hand or battlefield (Ramunap Excavator, Crucible of Worlds)', 'Lands that sacrifice themselves to trigger landfall multiple times (fetch lands, Evolving Wilds)'], dependent_outputs: ["Card draw from Aesi's landfall trigger", 'Token creation from Scute Swarm, Avenger of Zendikar, Rampaging Baloths', 'Mana acceleration from Lotus Cobra, Tireless Provisioner'], false_synergy_warning: Cards that draw cards or create tokens without increasing land drops are false synergies. For example, a card like 'Coiling Oracle' draws a card and puts a land into play, but it doesn't increase the number of land drops per turn. It's a one-time effect, not an engine. Similarly, a card like 'Tireless Tracker' creates clues on landfall, but it doesn't help you play more lands; it's an output, not an engine. Focus on cards that enable more land drops, not just cards that benefit from landfall.
Mispriced card examples
card_name: Simic Growth Chamber, why_undervalued: A bounce land is normally a tempo loss, but with Aesi it provides an extra landfall trigger each turn and can be looped with Ramunap Excavator for infinite landfall.; card_name: Evolving Wilds, why_undervalued: A tapped fetch land is usually slow, but it sacrifices itself to trigger landfall twice (once when it enters, once when the fetched land enters) and fuels the graveyard for recursion.; card_name: Ramunap Excavator, why_undervalued: A 3-mana 2/3 is unimpressive, but it allows you to replay fetch lands and bounce lands from the graveyard, effectively giving you extra land drops and repeated landfall triggers.; card_name: Scute Swarm, why_undervalued: A 1/1 insect for 3 mana is weak, but with Aesi's extra land drops, it quickly becomes a swarm of tokens that can overwhelm opponents.; card_name: Harrow, why_undervalued: A sorcery that requires sacrificing a land is normally card disadvantage, but it triggers landfall twice and ramps you, which is exactly what Aesi wants.; card_name: Tatyova, Benthic Druid, why_undervalued: A 3/3 for 5 mana is overcosted, but it doubles Aesi's landfall draw, turning every land drop into two cards, which is a massive advantage engine.; card_name: Ancient Greenwarden, why_undervalued: A 5/7 for 6 mana is expensive, but it doubles all landfall triggers and lets you play lands from the graveyard, making it a key engine piece.; card_name: Tireless Provisioner, why_undervalued: A 2/2 for 3 mana is unimpressive, but it creates Treasure tokens on landfall, providing mana acceleration that can be used to cast more spells or activate abilities.

Evidence cited

SourceWhat the build had
Card textOracle text for Aesi, Tyrant of Gyre Strait: You may play an additional land on each of your turns. Landfall — Whenever a land you control enters, you may draw a card.
Commander cohort (EDHREC)available: 17,253 public decks, general cohort, retrieved 2026-10-02 from EDHREC. observed inclusion rates only; no win rate or causal effect is implied; edhrec general cohort, 17253 decks, 270 cards
Most-included cards given to the profileForest 97% in deck, Island 97% in deck, Sol Ring 80% in deck, Simic Growth Chamber 80%, Command Tower 79% in deck, Tatyova, Benthic Druid 79% in deck, Reliquary Tower 79%, Cultivate 78% in deck, Counterspell 70% in deck, Kodama's Reach 70% in deck, Growth Spiral 69% in deck, Azusa, Lost but Seeking 68%, Lotus Cobra 67% in deck, Scute Swarm 67% in deck, Rampant Growth 66% in deck …
Community discussion (Reddit)0 threads. The search request was refused (HTTP 403) during these builds, so the profile had no community evidence.
Rules and reference chunks0 referenced. The reference corpus in the build database is empty, so no rules text was retrieved.
Tournament results0 decks; no tournament signal for this build.
Scoring signalsUsed: commander_cohort, embeddings, narrative, rules. Unavailable: edhrec, tournament_cwe. The legacy edhrec signal (a per-card table filled by a separate ingestion job) is reported unavailable even though the cohort data above was used; the project's evaluation report lists merging these two labels as follow-up work.

Pipeline stages

Deterministic code does the assembly. Counts and timings below are what this run recorded.

  1. Hard filters

    Color identity, Commander legality, singleton and per-card price ceiling leave 12,288 candidate cards. (1.0 s)

  2. Role scoring and Pareto pruning

    Each candidate is scored on synergy, mana efficiency and replacement value. Candidates dominated on every objective are dropped, leaving 1,106. 7 protected strategy and infrastructure cards are reserved before pruning so they cannot be lost. (3.4 s)

  3. Strategy plan

    Archetype landfall, status satisfied. Requirements: Land ramp ≥ 3, Landfall cards ≥ 2, Landfall board ≥ 2, Extra land play ≥ 1, Land recursion ≥ 1. Final counts: Land ramp 10, Landfall cards 4, Landfall board 5, Extra land play 2, Land recursion 3.

  4. Role targets

    Targets come from the commander template, which bounds what the optimizer aims for.

    RoleTargetFinalStatus
    Ramp1328met
    Card draw810met
    Removal68met
    Board wipes21short
    Win conditions35met
    Tutors21short
    Protection35met
    Recursion23met
  5. Infrastructure and synergy fill

    Infrastructure placed first: Sol Ring, Arcane Signet, Nature's Lore, Beast Within, Counterspell, Nature's Claim, Rapid Hybridization, Reality Shift, Swiftfoot Boots, Lightning Greaves. A greedy fill then adds the card with the best marginal objective until 99 slots are filled (synergy matrix over 1,106 candidates).

  6. Swap refinement

    The optimizer proposed 26 one-for-one swaps, each improving its current objective. Under the production preserve policy, a change set must pass a function-preservation check. This one was rejected (supported_function_loss, unknown_removed_functionality, missing_one_to_one_substitution_proof, deck_support_loss_or_unmodeled_dependency), so the previous list was kept.

  7. Budget repair and rebalance

    The optimizer proposed 0 upgrade(s), 3 unbundle(s) and 0 downgrade(s), for a mainboard total of $166.06. Under the production preserve policy, a change set must pass a function-preservation check. This one was rejected (supported_function_loss, unknown_removed_functionality, missing_one_to_one_substitution_proof, deck_support_loss_or_unmodeled_dependency), so the previous list was kept.

    Mainboard total after this stage: $198.42 (99.2% of budget).

How the list changed between stages

SnapshotCardsMainboard priceChange from previous
Synergy fill (greedy assembly)99$198.42Starting list
After swap refinement and strategy-variant choice99$198.42No change
After budget rebalance and repair99$198.42No change
After the safety review's replacements99$196.46
2 in, 2 out

In: Khalni Heart Expedition, Sakura-Tribe Elder

Out: Murkfiend Liege, Rampage of the Clans

Final list99$196.46No change

Optimizer 22.9 s, review 38.3 s, profile 96.8 s.

Safety review

One batched card_fit_batch call reviews the riskiest selections and a menu of alternatives. Bounded risk review, not exhaustive card review.

Reviewed 18 of 47 eligible selections, plus 8 alternatives, in 1 call. A replacement must pass its own verdict and the final legality, budget and role checks. If no replacement passes, the card stays in the deck and is flagged, as below.

Replacements the review made

Card addedReason
Khalni Heart ExpeditionIndependently reviewed alternative; budget and role floors preserved.
Sakura-Tribe ElderIndependently reviewed alternative; budget and role floors preserved.

No selections were left flagged.

12 deterministic capability findings on cards in this deck

Final legality check

Recomputed for this page from the stored card records, separately from the builder's own acceptance check.

CheckResultDetail
Commander is legal as a commanderpassAesi, Tyrant of Gyre Strait
99 cards plus the commanderpass99 + 1
Singleton (basic lands and 'any number' cards exempt)passno duplicates
Every card within the commander's color identitypassidentity GU
Every card Commander-legal in the stored catalogpassall legal
Mainboard within budget (commander priced separately)pass$196.46 of $200; commander $10.63

The builder's own acceptance check recorded 0 hard failure(s) and 6 warning(s), listed at the top of this page. Prices are from the corpus snapshot, not today's market.

Tokens and cost

Every model call goes through one client that records token usage, linked here to this deck. Costs are estimates at the configured rates ($0.06/M input, $0.015/M cached input, $0.18/M output for deepseek-ai/DeepSeek-V4-Flash-0731:deepinfra), not invoices. The deck summary is rendered from card facts and makes no model call.

Model callInput tokensCached inputOutput tokensEstimated cost
profile_synthesis3,1272,8163,819$0.000748
card_fit_batch4,37002,039$0.000629
Total (2 calls)7,4972,8165,858$0.001378

Decklist

Grouped by the slot role the optimizer assigned. ⚑ marks a card the safety review left flagged.

Protection 3

Download the JSON record for this build, which includes the full profile, the stage snapshots, review and audit data, and model-call usage.