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Arna Kennerüd, Skycaptain
Art by Cristi Balanescu

Featured Deck · Tuesday, June 23, 2026

Arna Kennerüd's Aura & Equipment Voltron Combo

Arna Kennerüd, Skycaptain

2 manaWhiteBlueBlackAura & Equipment Voltron Combo
Arna Kennerüd, Skycaptain
100 cardsWildcards1260186

Decklist

Planeswalkers (1)

Deck Guide

Why Play This Deck

Arna Kennerüd, Skycaptain is one of the most explosive and uniquely powerful voltron commanders in Brawl. Her attack trigger is a genuine geometric engine: whenever a modified creature attacks, she doubles every counter on it AND creates token copies of every nontoken permanent attached to it. A single Sword of Fire and Ice becomes two on the first attack, four on the second, eight on the third. She enters the battlefield with flying and lifelink already built in, making her a natural self-equip target who gains life, dodges ground blockers, and closes games fast. Her ward — discard a card — is among the most punishing protection abilities in the format, taxing opponents heavily for every removal spell they aim at her. If you want a commander that rewards tight sequencing, punishes reactive decks, and can win from nowhere in a single combat step, Arna is your pick.

Play Summary

The deck operates in three clean phases. In the early game (turns 1–3), the priority is hand disruption, mana acceleration, and deploying cheap protection creatures. Thoughtseize strips counterspells and removal before you commit resources. Mox Amber and Mox Opal provide free mana acceleration. Mother of Runes, Giver of Runes, and Skrelv, Defector Mite hit the board early and stand ready to protect Arna the moment she lands. Esper Sentinel and Rhystic Study begin taxing opponents and generating card advantage immediately. In the mid-game (turns 3–5), cast Arna and suit her up as fast as possible. The haste-granting equipment — Lightning Greaves and Swiftfoot Boots — are the highest-priority attachments, letting Arna attack the same turn she enters. Stoneforge Mystic and Heliod's Pilgrim tutor the exact equipment or aura you need. Sigarda's Aid lets you attach equipment at flash speed and cast auras with flash, enabling surprise attacks. Halvar, God of Battle moves equipment for free at the start of combat, ensuring nothing is stranded on the wrong creature. Kor Spiritdancer grows massive as you cast auras and draws extra cards. Sram, Senior Edificer draws a card for every aura, equipment, or vehicle you cast — keeping your hand full throughout the engine phase. In the late game, a single attack with Arna holding two Swords and an All That Glitters can generate four Swords, double the aura's bonus, and often deal lethal damage in one swing. Anointed Procession doubles every token Arna creates on attack, turning two Sword copies into four. Cyclonic Rift and the board wipe suite (Wrath of God, Damn, Supreme Verdict) reset boards that get out of hand, while Teferi's Protection and Akroma's Will protect your permanents during the critical attack window. Kaya's Ghostform ensures Arna survives even exile-based removal by returning her to the battlefield.

Key Synergies

This is the primary win condition. Each Sword attached to Arna when she attacks generates a token copy of that Sword also attached to her. Anointed Procession doubles those token copies — so one Sword becomes three after a single attack instead of two. Sword of Feast and Famine tokens untap all your lands after combat, enabling a full post-combat spell sequence. Sword of Fire and Ice tokens deal extra damage and draw extra cards. After two attacks with both Swords and Anointed Procession in play, you will have six or more Swords on Arna and enough card advantage to close the game immediately.

This trio forms the card draw and tutoring backbone of the aura package. Sram draws a card every time you cast an aura or equipment, keeping your hand perpetually stocked. Kor Spiritdancer draws a card on every aura cast AND grows +2/+2 for each one — she can become a secondary voltron threat in her own right, wearing All That Glitters and Ethereal Armor to reach enormous power totals. Heliod's Pilgrim tutors any aura directly to hand, ensuring you always find Curiosity for card draw, Kaya's Ghostform for protection, or Curator's Ward for hexproof exactly when you need it. Together these three make the aura engine self-sustaining.

Arna's flying and lifelink mean she connects with players reliably every turn. Curiosity and Combat Research each draw a card when the enchanted creature deals combat damage. Arna's attack trigger copies these auras, so after one attack you have two Curiosity tokens drawing two cards per hit — after two attacks, four. Faerie Mastermind adds another layer: whenever an opponent draws a card outside their draw step (triggered by your Curiosity and Combat Research copies firing), you may pay one blue mana to draw a card yourself. This creates a cascading draw engine that refills your hand with more equipment and auras every single combat.

This quartet ensures Arna is always fully equipped and that no equipment is ever wasted. Stoneforge Mystic tutors any equipment and puts it into play at instant speed at end of turn, letting you surprise opponents with a Sword or Basilisk Collar they didn't expect. Halvar, God of Battle lets you move any equipment to a different creature for free at the beginning of combat — critical when Arna is tapped or when you need to move a Sword to a secondary attacker. Forge Anew recurs equipment from the graveyard and grants flash to equip abilities, enabling instant-speed reattachment in response to removal. Sigarda's Aid lets you cast auras and equipment at flash speed and auto-attaches equipment the moment it enters the battlefield — meaning you can hold up countermagic and only commit to equipping if the coast is clear.

Arna's ward is powerful but not impenetrable — this five-card protection suite ensures she almost never stays dead. Kaya's Ghostform returns Arna to the battlefield from the graveyard or exile the first time she would die, effectively granting a free resurrection. Curator's Ward gives the enchanted permanent hexproof and draws two cards if it leaves the battlefield — attached to Arna, this means opponents cannot target her with removal without you drawing two cards as consolation. Teferi's Protection phases out all your permanents until your next turn, protecting your entire board from wraths, exile effects, and targeted removal simultaneously. Mother of Runes and Giver of Runes provide repeatable color-based protection at instant speed, letting you dodge specific removal spells turn after turn for just one mana each.

Opening Hand

The ideal opening hand contains 3 lands with at least two different colors represented, one piece of early disruption (Thoughtseize is premium), one protection creature (Mother of Runes, Giver of Runes, or Skrelv), and either a haste-granting equipment (Lightning Greaves or Swiftfoot Boots) or Stoneforge Mystic to find one. Hands with Stoneforge Mystic are the strongest possible openers — she finds Lightning Greaves on turn 2, enabling a turn-4 Arna that attacks immediately. Sram, Senior Edificer in the opener is also excellent, as he guarantees you draw into auras and equipment quickly. Mulligan any hand with fewer than 3 lands, no colored sources for white (Arna's primary color), or no way to protect Arna in the first two turns. Avoid keeping hands that are all equipment and no creatures — you need Arna or a secondary threat like Invisible Stalker or Kor Spiritdancer to wear the gear. A hand with Sigarda's Aid plus two auras and no way to cast them early is also a mulligan — the flash enabler is only valuable once your threat is on board.

Mana Curve

2
0
21
1
16
2
14
3
6
4
2
5
6
7+

61non-land cards · mana value distribution