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Legendary Creature — Spirit
Flying Soramaro's power and toughness are each equal to the number of cards in your hand. {4}, Return a land you control to its owner's hand: Draw a card.
“Card-draw-powered flying threat that grows as your hand fills”
Soramaro, First to Dream is a hand-size matters commander that scales with the cards you hold. The gameplan is straightforward: draw cards, keep your hand full, and turn Soramaro into a flying threat that grows bigger each turn. You'll lean into blue's card draw engine—wheels, cantrips, and card advantage spells—while using the activated ability to recycle lands and generate even more draws. This creates a virtuous cycle where you're constantly refueling your hand, growing your commander, and applying evasive pressure.
The deck plays out as a midrange strategy that turns into a clock. Early game focuses on land ramp and efficient card draw (Divination effects, Sea Gate Restoration, etc.). Mid-game, Soramaro becomes an aerial threat while you continue drawing—bouncing lands with the ability to fuel more draws. You're not looking for complicated combos; instead, you're building a flying 7/7 or 8/8 that's hard to block while out-resourcing opponents. Once Soramaro connects a few times, commander damage becomes a real win condition. The whole deck is about synergy between hand size, board presence, and inevitability.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Replace expensive cantrips like Force of Will with bulk blue draw like Impulse, Opt, or Accumulated Knowledge; use basic lands instead of fetchlands to hit the ground running cheaper.
Inclusion = % of Soramaro, First to Dream decks running this card. +lift = percentage-point boost over the format average.
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