WE'RE DOIN' IT ANIMAL STYLE - Scary Typal Decks | Wick vs. Arahbo vs. Sophia vs. Clement thumbnail Blurred backdrop thumbnail
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WE'RE DOIN' IT ANIMAL STYLE - Scary Typal Decks | Wick vs. Arahbo vs. Sophia vs. Clement

Guild Pack


Commanders featured in this Gameplay Reviewed & Verified

Decklists

Deck & Commander Strategies

  • Wick, the Whorled Mind

    Wick, the Whorled Mind

    Builds a token army of rats and snails, using sacrifice outlets to deal damage to opponents and draw cards, creating a 'snail bomb' that accelerates through counters and damage triggers.

  • Arahbo, Roar of the World

    Arahbo, Roar of the World

    Utilizes anthems to boost cats' power and toughness, granting trample and large combat buffs, aiming to overwhelm opponents through aggressive, trampling cat attacks.

  • Sophia, Dogged Detective

    Sophia, Dogged Detective

    Generates value by sacrificing artifacts to buff dogs, creating food tokens and clues from combat damage, and leveraging token generation to maintain resources and card advantage.

  • Clement, the Worrywort

    Clement, the Worrywort

    Employs bounce effects on creatures entering to generate card draw and reuse creatures, with mana production restricted to casting creatures, focusing on tempo and incremental value.

Gameplay Insights

  • 1

    Wick's use of Tangled Colony, which creates a large number of rat tokens upon dying, synergized well with his sacrifice and damage-dealing abilities, creating a persistent board presence.

  • 2

    Arahbo's Hungry Lynx granted protection from rats to cats, cleverly countering Wick's rat tokens and forcing opponents to consider protection and targeting carefully.

  • 3

    Sophia's Academy Manufacturer turned each token creation into multiple tokens, significantly increasing food, clue, and treasure production, which ramped up her resource engine quickly.

  • 4

    Clement's interaction with Guardian Project allowed consistent card draw whenever unique creatures entered the battlefield, enhancing his ability to maintain board presence and tempo.

  • 5

    Players exchanged creatures and tokens in a dynamic balance of aggression and value generation, with multiple minor skirmishes and incremental damage rather than large board wipes or combos early on.

Notable Cards

  • Guardian Project

    Guardian Project

  • Tangled Colony

    Tangled Colony

  • Hungry Lynx

    Hungry Lynx

  • Selfless Savior

    Selfless Savior

Gameplay Summary

The game began with each player developing their board state around their tribal themes—rats for Wick, cats for Arahbo, dogs for Sophia, and frogs for Clement.

Early turns featured ramp and utility plays like Soul Ring, Academy Manufacturer, and Guardian Project to accelerate card draw and mana production.

Wick focused on building a 'snail bomb' engine by producing and buffing snail tokens through rat synergy, while Arahbo leveraged his anthem effects to pump his cats for big, trampling attacks.

Sophia generated incremental value through creating food tokens and clues from dog combat damage, aiming for resource advantage.

Clement utilized bounce effects and mana production restricted to casting creatures, emphasizing value and tempo with creatures entering and leaving the battlefield.

A notable early interaction was Clement bouncing smaller creatures to trigger card draw via Guardian Project, while Wick produced rat tokens that fueled incremental growth and damage potential.

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