Evaluating Aang, Swift Savior purely on the front side, a 2/3 flash flyer that airbends a spell or creature for three mana seems deece, especially in Flying Men decks and UW flicker control builds
With bounce lands like Simic Growth Chamber, you can start making extra mana early, especially when combined with cards like Explore or Arboreal Grazer
The Initiative is a mechanic introduced in Commander Legends: Battle for Baldur's Gate that acts sort of like a Monarch style mechanic but tied with the Venture mechanic from Adventures in the Forgotten Realms
I think I've seen people claim that they're too similar, but for my money they're not because they each travel in opposite directions: For living weapon, you get the creature first and the equipment later
Sometimes the "deadline" comes before all of those things are accomplished to my liking, but that is what I strive for
You also get a handful of alternate win conditions, namely Maze's End and Nine-Fingers Keene