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Legendary Creature — Human Hero
Flying When Starling enters, another target creature you control gains flying until end of turn.
“Grant flying to your creatures and attack from above.”
Starling, Aerial Ally is a modest flying creature that doubles down on evasion by granting flying to another of your creatures when it enters the battlefield. The deck wants to leverage this repeatable ability alongside creatures that benefit from having flying, either for evasion-based damage or to unlock flying-specific synergies. You're looking to build a tempo-focused deck where Starling acts as both a flying threat and an enabler for other flyers, letting you turn ground-bound creatures into aerial attackers.
The core gameplan is straightforward: develop a creature-heavy board with a mix of naturally flying creatures and ground creatures that become dangerous once they gain flying. Cards that trigger on creatures entering the battlefield, or effects that recur Starling, amplify the value. You win by turning creatures sideways in the air, leveraging flying to avoid blockers and pressure opponents early while building towards commander damage or a wide aerial team.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip pricey flying lords like Sephid and use commons like Favorable Winds or Watcher of the Spheres; budget mana rocks like Wayfarer's Bauble work fine instead of fast mana.
Inclusion = % of Starling, Aerial Ally decks running this card. +lift = percentage-point boost over the format average.
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