Deck & Commander Strategies
Choco, Seeker of Paradise
A Bant bird tribal deck focusing on land value and flying creature synergies to generate incremental advantage and board presence.
Alexi, Zephyr Mage
A blue-red spells and bounce deck that controls the board by returning creatures and permanents to opponents' hands, disrupting their tempo.
Obeka, Splitter of Seconds
A black dungeon progression deck that leverages additional upkeeps and triggers to advance through dungeons and generate value from recurring effects.
Maha, Its Feathers Night
A blue-green flying and owl tribal deck that utilizes flying creatures and tribal synergies to control the air and create combat advantages.
Gameplay Insights
- 1
Using exile effects like Stone of Erik to prevent graveyard recursion disrupted certain deck plans and forced players to adapt their strategies.
- 2
The player controlling Obeka capitalized on multiple upkeep triggers to accelerate dungeon progression, aiming for long-term value generation.
- 3
Malcolm, Alluring Scoundrel was leveraged to draw and cast cards from the graveyard quickly, creating card advantage and potential surprise plays.
- 4
Players carefully managed combat to gain initiative, particularly by attacking with unblockable or ward creatures to maintain control over turn order.
- 5
The spells deck's ability to bounce threats back to opponents' hands slowed down their development and allowed for tempo swings.
- 6
Mana ramp with artifacts like Worn Powerstone and Jet Medallion helped accelerate mid-game threats and spell casting.
Notable Cards
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Midnight Clock
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Malcolm, Alluring Scoundrel
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Worn Powerstone
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Mist of Stagnation
Gameplay Summary
The Commander game featured four fan-submitted decks piloted by the players: a Bant land-value deck focused on powerful lands and bird synergies, a blue-red spells and bounce deck with a Prophecy theme, a black dungeon progression deck leveraging upkeep triggers, and a blue-green flying and owl tribal deck.
Early turns saw the players developing their boards with mana rocks, creatures, and utility lands.
Key interactions included the use of exile effects to handle graveyard strategies and the deployment of creatures with ward and unblockable abilities to gain initiative and control combat.
The dungeon deck aimed to maximize upkeep triggers to progress through dungeons, while the spells deck focused on controlling opponents by bouncing threats and disrupting their plans.
The bird tribal deck sought to synergize with flying creatures and provide incremental advantage through card draw and combat damage triggers.
Throughout the game, players tactically used their commanders' unique abilities and tribal synergies to pressure opponents and secure board presence, setting up for mid-to-late game plays that could swing the game in their favor.