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Trample When Child of Alara dies, destroy all nonland permanents. They can't be regenerated.
“Five-color board wipe engine that punishes opponents while you rebuild.”
Child of Alara is a five-color mass destruction engine that doubles as a threat. Your game plan revolves around protecting your commander while repeatedly triggering its death ability to wipe the board of opposing creatures, artifacts, and enchantments. Since Child deals damage to everything except lands, you'll want to build around permanents that survive the sweeps—think indestructible creatures, lands, and effects that protect your board or rebuild quickly after each wipe.
Your win condition combines attrition and inevitability: each board wipe leaves you ahead in resources because you've built your deck to dodge the destruction. Flicker effects and sacrifice outlets become your best friends, letting you trigger Child's ability multiple times per game without needing to wait for it to die naturally. You're essentially playing a grindy midrange deck that answers threats while advancing your own gameplan, eventually overwhelming opponents through superior board presence and card advantage.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip pricey tutors like Demonic Tutor; use budget flicker spells like Ephemerate and Soulherder instead of Teferi's Protection or Eladamri's Vineyard for your protection suite.
Inclusion = % of Child of Alara decks running this card. +lift = percentage-point boost over the format average.
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