Deck & Commander Strategies

Tivit, Seller of Secrets
Deploys evasive flyers and uses artifact synergies like Time Sieve to generate infinite turns or card advantage, aiming for a fast combo finish.

Lumra, Bellow of the Woods
Mono-green ramp and recursion focused on ETB triggers and token generation, utilizing land plays and sacrificing creatures to overwhelm opponents.

Kenrith, the Returned King
Five-color goodstuff with synergy around Breach and Oracle, adapting to the banlist by leveraging versatile removal and value engines to control the board.

Tymna the Weaver / Krark, the Thumbless
Mardu colors with a spell-copying and card-drawing engine based on coin flips, executing A+B combos to disrupt opponents and storm towards a win.
Gameplay Insights
- 1
Early aggressive mana acceleration with Ancient Tomb and Soul Ring set the pace for quick plays.
- 2
Force of Will was used early to counter a key play, demonstrating the importance of free interaction in cEDH.
- 3
Lumra’s ability to leave and re-enter the battlefield to trigger ETB effects repeatedly created incremental advantages and token generation.
- 4
Wasteland targeting Ancient Tomb slowed down the aggressive mana ramp of opponents, temporarily hindering explosive turns.
- 5
The use of Tabernacle at Pendrell Vale by Lumra to manage wide boards was a critical defensive resource.
- 6
Thoracle and Breach interactions allowed Kenrith to maintain pressure and respond to board states efficiently.
- 7
Tymna/Krark’s coin flip mechanics introduced unpredictable value, forcing opponents to adapt to chaotic game states.
- 8
Overall, the game highlighted how newer mono-green commanders like Lumra can shake up the meta by offering resilient and recurring threats.
Notable Cards
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Time Sieve
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Force of Will
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Wasteland
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Arcane Signet
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City of Brass
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Silence
Gameplay Summary
The game featured a competitive four-player cEDH match with unique commanders showcasing distinct strategies.
Early turns saw aggressive mana ramp and setup plays, with Tivit aiming to deploy his nimble sphinx to pressure opponents using Time Sieve combos, while Lumra leveraged mono-green ramp and recursion to generate continuous value through enter-the-battlefield triggers and token production.
Kenrith adapted to a post-ban meta, focusing on five-color goodstuff and powerful synergy with Breach and Oracle effects to maintain board presence.
Tymna/Krark introduced a high-risk, chaotic element by copying spells and drawing cards through coin flips, seeking to gain advantage via A+B combos and disruptive tempo plays.
The game progressed with strategic land drops, targeted removal like Wasteland, and interaction such as Force of Will to counter pivotal spells, reflecting high-level play and resource management.





































