Deck Strategies
Edgar Markov
A vampire tribal deck that generates value through numerous vampire tokens and buffs them with equipment, leveraging the commander’s eminence ability to maintain constant board presence and pressure.
Agent Frank Horrigan
A Golgari planeswalker-focused ramp deck that accelerates mana to cast high-impact planeswalkers early, aiming to ult them quickly to gain overwhelming board control and win through planeswalker ultimates.
Edward Kenway
A vehicle-centric deck that uses artifact synergies to deploy and crew vehicles efficiently, enhancing them to deliver large bursts of damage and capitalize on artifact-based combos.
Sergeant John Benton
A combat damage value deck that draws cards whenever it deals damage to opponents, seeking to maintain card advantage and grind out wins through incremental resource gain and efficient creatures.
Gameplay Insights
- 1
Agent Frank Horrigan’s early use of Vampiric Tutor combined with Dark Ritual enabled a crucial acceleration into planeswalkers, helping stabilize his board presence despite initial slow development.
- 2
Edgar Markov’s equipment synergy with Blade of the Bloodchief allowed for rapid growth of vampire tokens, increasing combat threats and applying pressure on opponents early.
- 3
Edward Kenway’s slow start due to high-cost vehicles and reliance on artifact synergies highlighted the importance of early board development and mana curve considerations in vehicle decks.
- 4
Sergeant John Benton’s ability to draw cards through combat damage provided a steady flow of resources, forcing opponents to prioritize removing or blocking him to prevent hand size advantage.
- 5
Players strategically directed their removal and interaction primarily at the most threatening player (John Benton) to curb card draw and tempo gains, showcasing targeted disruption as a key tactical element.
Notable Cards
Vampiric Tutor
Dark Ritual
Blade of the Bloodchief
Spyglass Siren
Mobilizer Mech
Summary
The game began with a typical multiplayer Commander setup featuring four commanders with notably normal names, each pursuing distinct strategies. Early turns saw the players developing their mana bases and setting up their boards cautiously. The Edgar Markov player utilized vampire tribal synergies, quickly gaining board presence by casting creatures and using equipment to grow their threats. Agent Frank Horrigan focused on ramping into powerful planeswalkers and aiming to ult them for a decisive advantage. Edward Kenway leveraged vehicle synergies to create a formidable offensive force, while Sergeant John Benton employed a value-oriented strategy centered on drawing cards through combat damage and incremental advantage. A key turning point emerged when the Edgar Markov player combined vampire tokens with equipment, steadily increasing board pressure and forcing opponents to respond. Agent Frank Horrigan's use of Vampiric Tutor and Dark Ritual allowed for early acceleration into planeswalkers like Saurin the Mirthless, who provided card draw and life gain, bolstering their midgame resilience. Meanwhile, Edward Kenway struggled initially to establish his vehicle engine due to a slow start but aimed to capitalize on artifact synergies to punch through defenses. Sergeant John Benton, despite being targeted for disruption, managed to draw additional cards from combat damage, maintaining hand advantage and threatening to snowball if left unchecked. The game was characterized by incremental board development, resource management, and careful targeting of threats, with each player maneuvering for tempo while defending against the others' win conditions.