Deck Strategies
The Lord of Pain
This deck revolves around leveraging opponents' life gains. The strategy is to inflict damage while opponents gain life, turning their advantage into a disadvantage.
Merry, Warden of Isengard and Pippin, Warden of Isengard
Piloted by Serge, this deck aims to create 'food' game objects. The primary strategy is to leverage these game objects to gain life.
Myrkul, Lord of Bones
The strategy of this deck is centered around life gain. The deck aims to outlast opponents by maintaining a high life total.
Isshin, Two Heavens as One
This deck is built around attack triggers. Its primary game plan is to generate value and control the board through continuous attacks.
Gameplay Insights
- 1
Crim's Lord of Pain deck created tension at the table due to its unique strategy of benefiting from opponents' life gains.
- 2
Serge's food-themed deck featuring Merry and Pippin introduced a different dynamic, as it aimed to create game objects and gain life.
- 3
The decision of when to crack fetch lands played a strategic role in the game. Players chose to wait until the end step to avoid potential land destruction and to maintain as much information as possible.
- 4
The presence of multiple life-gain decks at the table led to strategic considerations and alliances to counter Crim's Lord of Pain deck.
Notable Cards
Shadowy Backstreet
Wooded Foothills
Summary
The game of Commander at Home Episode 52 started with Serge playing a two-headed giant deck featuring Merry and Pippin, focusing on a food-themed strategy. In contrast, Crim piloted his personal favorite, The Lord of Pain, aiming to leverage his opponent's life gains against them. Brian played Myrkul, Lord of Bones, focusing primarily on life gain, while the fourth player used Isshin, Two Heavens as One, with a strategy revolving around attack triggers. The game saw a tense start with players trying to outmaneuver each other's strategies. Throughout the game, there were several attempts to counter Crim's aggressive strategy, particularly from the life gain decks. The gameplay ended inconclusively based on the available data.