Deck & Commander Strategies
Shambling Strider & Krovikan Vampire
A midrange deck focusing on a strong, resilient creature base with the ability to steal opponent's creatures via Krovikan Vampire, leveraging board control through creature damage and recursion.
Merieke Ri Berit
A control-oriented deck aiming to tap and permanently steal opposing creatures, disrupting opponents' boards while slowly building advantage with efficient removal and control spells.
Foul Familiar
Likely a disruption and card advantage deck using the familiar’s ability to manipulate the graveyard and generate incremental value.
Chaos Lord
A deck focused on aggressive creature buffs and chaos-inducing effects to overwhelm opponents quickly.
Brine Shaman
A tempo and value deck utilizing blue and black spells and creatures to control the board and outvalue opponents.
Sabretooth Tiger
A straightforward aggressive deck relying on efficient creatures and combat damage to win.
Gameplay Insights
- 1
The Crocin Vampire’s ability to steal creatures that are damaged and sent to the graveyard created a significant swing in board control.
- 2
Using Merieke Ri Berit to tap and gain control of key opposing creatures allowed for sustained control and prevented opponents from stabilizing.
- 3
Players embraced the ante mechanic, raising the stakes and adding a nostalgic tension to the gameplay that influenced risk-taking.
- 4
The use of Ice Age-specific cards like Infernal Darkness altered mana production, forcing players to adapt their strategies around swamp mana.
- 5
Decks with recursion and reanimation effects, such as Dance of the Dead, capitalized on the set’s graveyard interactions to maintain pressure.
- 6
The chaotic nature of the Ice Age set led to unpredictable board states, rewarding players who could capitalize on synergy and timing.
Notable Cards
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Merieke Ri Berit
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Shambling Strider
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Dance of the Dead
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Infernal Darkness
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Glacial Chasm
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Jester's Cap
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Deflection
Gameplay Summary
The game began with players building 60-card decks using only cards from the Ice Age set, each selecting a creature as their commander, some of which were non-legendary due to the format's flexibility.
The players embraced the old-school Magic rules, including an ante mechanic where they wagered cards on the outcome of the match, adding a nostalgic and high-stakes twist.
The gameplay featured a variety of quirky and powerful Ice Age cards, with players leveraging synergies unique to the set, such as creature control, recursion, and tempo-based effects. One key turning point was the use of the Crocin Vampire commander, which allowed its controller to steal creatures that were damaged and sent to the graveyard, effectively swinging board control.
Another pivotal moment involved the strategic use of Merieke Ri Berit, a commander that could tap to gain control of creatures indefinitely, enabling a control-heavy game plan.
The game also highlighted the interaction between unusual or underappreciated cards from Ice Age, such as Dance of the Dead and Infernal Darkness, influencing mana production and board state.
Ultimately, the gameplay was a mix of clever creature theft, board manipulation, and resource management, showcasing the charm and challenge of playing within the Ice Age set’s constraints.