Deck Strategies
The Odd Acorn Gang
The strategy is to generate a large number of squirrel tokens and use them to apply pressure on the opponents. The deck also utilizes cards to buff these tokens and take advantage of their numbers.
Arthur, Marigold Knight
Arthur's strategy revolves around creating a wide board and using Arthur's ability to bring out more creatures during combat phase.
Wildsear, Scouring Maw
Wildsear's game plan is ramp-focused, aiming to outpace the opponents in resources and use this advantage to play high-impact cards.
Mr. Foxglove
Mr. Foxglove's strategy revolves around card draw and manipulation, using his ability to draw cards and create advantageous board states.
Gameplay Insights
- 1
Fred's use of Mr. Foxglove's ability allowed him to draw cards and control the board state effectively.
- 2
Corwin made good use of his squirrel tokens, pressuring opponents consistently.
- 3
David's Starstorm board wipe was a major turning point, resetting the board and affecting the momentum of other players.
- 4
The host missed Arthur's haste ability, which could have resulted in more damage dealt.
Notable Cards
Scurry of Squirrels
Starstorm
Mr. Foxglove
Arthur, Marigold Knight
Wildsear, Scouring Maw
The Odd Acorn Gang
Summary
The game kicked off with players setting up their boards and ramping up their mana. Early on, Corwin, playing The Odd Acorn Gang, managed to put out an army of squirrels, which he used to apply consistent pressure on the board. Arthur, piloted by the host, had some missteps, such as missing the haste on his commander, but managed to put out significant threats. David, playing Wildsear, ramped up and had a significant board presence, but his Berserker's Onslaught was countered. Fred, playing Mr. Foxglove, played cleverly with his commander's ability to draw cards and manipulate the board. The game saw several board wipes, notably David's Starstorm, which reset the board completely. However, the transcript ended before the conclusion of the match, leaving the winner undetermined.