Vivi vs Esper vs The Wandering Minstrel vs Mm'menon, the Right Hand cEDH Gameplay thumbnail Blurred backdrop thumbnail
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Vivi vs Esper vs The Wandering Minstrel vs Mm'menon, the Right Hand cEDH Gameplay

cEDH TV Gameplay


Commanders featured in this Gameplay Reviewed & Verified

Decklists

Deck & Commander Strategies

  • Mm'menon, the Right Hand

    Mm'menon, the Right Hand

    Cast artifacts and spells from the top of the library to generate massive mana and play spells efficiently, aiming to combo or overwhelm opponents by repeatedly casting spells each turn.

  • The Wandering Minstrel

    The Wandering Minstrel

    A five-color goodstuff deck focusing on powerful interaction, mana acceleration, and flexible answers to control the game and outvalue opponents.

  • Malcolm, Keen-Eyed Navigator Tymna the Weaver

    Malcolm, Keen-Eyed Navigator & Tymna the Weaver

    Esper control and value with disruption like Walking Ballista, Mystical Tutor, and card draw engines to control the board and win through incremental advantage.

  • Vivi Ornitier

    Vivi Ornitier

    A Curiosity Storm combo deck that aims to chain draw spells and ping opponents to death quickly by enchanting the commander and casting spells from the hand.

Gameplay Insights

  • 1

    Mm'menon's ability to cast from the top of the deck turned the library into a resource pool similar to Command Tower effects but required careful sequencing and mana management.

  • 2

    Mental Misstep and Mystic Remora were pivotal in slowing down Vivi's storm combo attempts by countering early enchantments and drawing cards to maintain control.

  • 3

    Players had to balance aggression with caution, as overextending into board wipes or counterspells could leave them vulnerable to combos or mana engines from opponents.

  • 4

    The decision by Mm'menon to cast fewer spells and play conservatively in response to opponents' counterspells reflected an understanding of respecting interactive decks and timing threats.

  • 5

    Vivi's inability to cast spells due to lack of appropriate lands or mana color highlighted the importance of mana base consistency in executing fast storm combos.

  • 6

    The gathering of treasures and mana rocks by several players showed the emphasis on accelerating mana to enable early commander deployment and combo execution.

Notable Cards

  • Mental Misstep

    Mental Misstep

  • Mystic Remora

    Mystic Remora

  • Arcane Signet

    Arcane Signet

  • Ancient Tomb

    Ancient Tomb

  • Tandem Lookout

    Tandem Lookout

  • Dragon's Rage Channeler

    Dragon's Rage Channeler

  • Wheel of Fortune

    Wheel of Fortune

  • Darksteel Relic

    Darksteel Relic

  • Mox Amber

    Mox Amber

  • Walking Ballista

    Walking Ballista

  • Curiosity

    Curiosity

Gameplay Summary

The game began with all players aiming to deploy their commanders quickly and establish early board presence.

Mm'menon, the Right Hand focused on leveraging its unique ability to cast artifacts and spells from the top of the library, resembling a command zone citadel effect, aiming to generate large amounts of mana and cast multiple spells efficiently.

The Wandering Minstrel piloted a five-color goodstuff deck with various powerful interaction pieces, while Malcolm and Tymna played an Esper control and value-oriented deck with disruptive elements like Walking Ballista and Mystical Tutor.

Vivi Ornitier centered its strategy around Curiosity Storm combos, attempting to chain draws and ping opponents to death swiftly. Early turns saw Mm'menon successfully cast and develop its board with mana rocks and utility artifacts, while others attempted to establish control or assemble combo pieces.

Key moments included Mm'menon's conservative approach to casting spells in the face of counterspells like Mystic Remora and Mental Misstep from opponents, and Vivi's attempt to enchant itself with Curiosity to start a storm combo, which was countered.

The game featured significant interaction around counterspells and resource management, with players managing their mana and spells carefully.

Mm'menon aimed to slowly build a mana engine to cast multiple spells per turn, while Vivi tried to find a fast kill through storming off.

The Wandering Minstrel played a more midrange approach with value creatures and artifacts, and Malcolm & Tymna focused on disruption and incremental advantage. Ultimately, the game revolved around players trying to outpace each other through mana acceleration, spell recursion, and combo attempts, with Mm'menon presenting a unique challenge by casting from the top of the deck, forcing others to adapt to a nontraditional threat.

The interactions around counterspells and the ability to dodge disruption defined the pace, with the win condition generally revolving around chaining combos or overwhelming opponents with efficient artifact and spell synergies.

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