Deck & Commander Strategies
Will and Lucas
Fill the board with artifacts, generate clue tokens by blinking Will, and exploit these tokens to dominate the game.
Eleven and Max
Rapidly draw cards to reach eleven in hand, using Eleven's attack trigger to cast free spells.
Mike and Hopper
Utilize creatures with enter-the-battlefield or death triggers and exploit Mike's ability to recur them for value.
Mind Flayer
Control the board until the commander can take over, build up value using opponents' tools, and manipulate life totals to turn the game upside down.
Gameplay Insights
- 1
Kenji's use of Enlightened Tutor to fetch Soul Ring early in the game was a smart move, setting up his mana base for future turns.
- 2
Jake's play of Elemental Bond with Max the Daredevil helped him maintain card advantage throughout the game.
- 3
Jimmy's use of Ancient Tomb to crack Myriad Landscape and set up his mana was a key early game play.
- 4
Murph's deployment of Guardian Project with Mike the Dungeon Master on the field provided a steady stream of card draw.
Notable Cards
-
Guardian Project
-
Elemental Bond
-
Crowded Crypt
Gameplay Summary
In this thrilling match, Kenji, Jimmy, Jake, and Murph squared off with their respective commanders.
Kenji's Will and Lucas deck focused on generating clue tokens and converting them into powerful effects.
Jimmy's Mind Flayer deck aimed to control the board until his commander could take over the game, while Jake's Eleven and Max deck sought to quickly draw cards and leverage Eleven's attack trigger for free spells.
Murph's Mike and Hopper deck was loaded with creatures that had enter-the-battlefield or death triggers, exploiting Mike's ability to recur them for value.
Despite the intense competition and the various strategies employed, the game concluded in a spectacular showdown.