Deck & Commander Strategies

Sidar Jabari of Zhalfir
A tribal knights deck focused on discarding cards into the graveyard and reanimating knights to maintain board presence and card advantage.

Infinite Guideline Station
A five-color deck built under a self-imposed restriction that all cards must be castable with colored mana only, aiming to leverage Jigantha as a companion for consistent mana fixing and powerful multicolor spells.

Eshki Dragonclaw
A deck that casts both creature and non-creature spells before combat to pump Eshki with +1/+1 counters and draw cards, aiming for a strong board presence with vigilance and trample.

The Twelfth Doctor
A spell-heavy deck designed to create chaos and mayhem with adventures and disruptive spells, leveraging versatility and tempo swings.

Susan Foreman
A build focused on mana ramp and landfall synergy, supporting other strategies with efficient mana acceleration and utility.
Gameplay Insights
- 1
Doubling Veteran Explorer with Spark Double to ramp multiple basics simultaneously significantly accelerated mana development for Infinite Guideline Station.
- 2
Choosing not to immediately kill the Veteran Explorer allowed ramp but also risked letting opponents capitalize on the additional land drops.
- 3
White Orchid Phantom's ability to destroy non-basic lands disrupted opponents' mana bases, forcing adaptations and slowing down certain deck strategies.
- 4
Eshki Dragonclaw’s ability to grow with casting both creature and non-creature spells before combat rewarded aggressive spell sequencing and combo potential.
- 5
Sidar Jabari’s reanimation synergy with knights provided consistent board presence, making it a threat that opponents had to manage carefully to avoid snowballing.
- 6
Players demonstrated careful timing and interaction, responding to key triggers and spells to maintain tempo and control the board state.
Notable Cards
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Veteran Explorer
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Spark Double
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White Orchid Phantom
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Sidar Jabari of Zhalfir
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Eshki Dragonclaw
Gameplay Summary
The game began with players developing their mana bases and establishing early board presence through creatures like Veteran Explorer and Lo Corrupt Shyus.
Sidar Jabari focused on a tribal knight strategy utilizing discard and reanimation effects to maintain board presence, while The Twelfth Doctor aimed to create chaos with spells and adventures.
Infinite Guideline Station employed a unique five-color deck built around casting all spells with colored mana to maximize synergy with its companion Jigantha.
Eshki Dragonclaw sought to ramp quickly and out-value opponents by casting both creature and non-creature spells to grow and draw cards. Key moments included the interaction around Veteran Explorer being doubled with Spark Double, ramping multiple basics onto the battlefield, and the tension around whether to remove or allow certain creatures to persist, showing the delicate balance between aggression and resource development.
White Orchid Phantom's destruction of a non-basic land forced players to adapt their mana base while maintaining tempo.
The gameplay featured back-and-forth responses to triggers and spells, with players carefully timing their plays to optimize value and board control.
The game showcased a mix of tribal synergy, spell-based card advantage, and mana acceleration leading into mid-game where commanders like Eshki Dragonclaw began to grow stronger and exert pressure on opponents.













































