Deck & Commander Strategies
Wolverine, Best There Is
Aggressive mono-red deck that leverages Wolverine’s ability to double damage dealt and grow larger through combat damage, aiming to quickly defeat opponents by overwhelming damage output.
Clive, Ifrit's Dominant // Ifrit, Warden of Inferno
Mono-red blink and token generation deck that uses utility creatures and lands to maintain steady board presence and value, focusing on incremental advantage rather than combos.
Haliya, Guided by Light
Lifegain and token synergy deck that generates incremental value through creatures entering the battlefield, gaining life, and drawing cards, aiming to outlast opponents through resilience and card advantage.
Slinza, the Spiked Stampede
Beast tribal ramp deck that focuses on accelerating mana to deploy large beasts and take advantage of landfall triggers and creature synergies to overwhelm opponents with powerful creatures.
Gameplay Insights
- 1
Seth’s use of Loot to cheat large creatures into play allowed him to ramp quickly and maintain pressure with beasts despite a slow start on lands.
- 2
Phil’s lifegain synergies with Haliya and creatures like Johnny's Pridemate and Suture Priest helped him stabilize and generate card advantage through incremental triggers.
- 3
Crim’s Wolverine strategy capitalized on doubling damage and adding counters each time it dealt damage to creatures, creating a growing threat that demanded immediate answers.
- 4
Chilmer’s blink and token-focused mono-red deck maintained steady tempo and value by reusing creatures and lands that generate tokens, ensuring consistent board presence.
- 5
The interaction of landfall and token generation, particularly with Arid Archway and Sand Scout, gave Seth additional value and board presence to support his beast tribal strategy.
Notable Cards
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Nature's Lore
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Wolverine, Best There Is
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Suture Priest
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Raging Ravine
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Spiteful Banditry
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Sand Scout
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Arid Archway
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Flooded Strand
Gameplay Summary
The game featured four players piloting diverse decks with unique strategies.
Seth played Slinza, the Spiked Stampede, a beast tribal deck with a focus on ramping and deploying large creatures with the help of cards like Loot and Nature's Lore.
Early on, Seth struggled with land drops but eventually established a board presence with beasts and ramped into powerful threats.
Phil's Haliya, Guided by Light deck leveraged lifegain synergies and token creation, using creatures like Johnny's Pridemate and Suture Priest to gain incremental advantage through life gain and card draw.
Crim piloted Wolverine, Best There Is, a mono-red aggressive deck that aimed to leverage Wolverine's double damage and growth abilities to dominate combat.
Chilmer played Clive, Ifrit's Dominant, a mono-red blink deck with token generation and utility, looking to maintain tempo with repeated value from creatures and lands like Raging Ravine. The game’s pivotal moments included Seth managing to create a flood of beasts with Loot and ramp spells, while Phil capitalized on life gain triggers and token generation to stabilize.
Crim’s aggressive Wolverine pushed the pressure with doubling damage and incremental growth, threatening to close out the game quickly.
The interaction between creature tokens, landfall, and life gain synergies created a dynamic board state where combat and incremental value were crucial.
The game emphasized board presence and value engines, with Seth's beast tribal ramp and Phil's lifegain combo playing key roles in the midgame, while Crim's Wolverine maintained constant threat pressure.
The game showcased a blend of strategies highlighting different paths to victory: brute force with Wolverine, ramp and big creatures with Slinza, and resilient lifegain with Haliya.