S1 Episode 10: Vintage Ban List cEDH Gameplay thumbnail Blurred backdrop thumbnail

S1 Episode 10: Vintage Ban List cEDH Gameplay

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Laboratory Maniacs 21 EDH Gameplay videos

Commanders featured in this Gameplay Reviewed & Verified

Deck & Commander Strategies

  • Tasigur, the Golden Fang

    Tasigur, the Golden Fang

    A control-combo deck that leverages fast mana artifacts and banned Vintage staples like Ancestral Recall and Time Walk to accelerate its game plan. It uses reanimation packages and infinite turn combos involving Time Vault, Voltaic Key, and Panoptic Mirror to gain an overwhelming advantage and close out the game.

  • Leovold, Emissary of Trest

    Leovold, Emissary of Trest

    Focuses on disruption and lock pieces, combining Tinker with powerful artifacts like Teferi's Puzzle Box to prevent opponents from drawing cards and restrict their plays. It also uses the Time Vault and Voltaic Key combo to generate infinite turns, enabling the deck to control the game pace and win at its leisure.

  • Teferi, Temporal Archmage

    Teferi, Temporal Archmage

    A control and combo-oriented deck that utilizes Teferi's abilities to manipulate time and card advantage, aiming to disrupt opponents while assembling combos that involve taking extra turns and controlling the board state.

  • Child of Alara

    Child of Alara

    Though not detailed extensively, typically a ramp and control deck that uses board wipes and powerful spells to clear the field, then capitalizes on its Commander’s unique ability to reset the board and deal damage, aiming for a midrange-combo finish.

  • Zur the Enchanter

    Zur the Enchanter

    A combo-control deck that uses Zur’s ability to cheat powerful enchantments into play, enabling lock pieces, protection, and combos that can lead to a swift victory.

Gameplay Insights

  • 1

    Using Fastbond with Crucible of Worlds allows repeated land destruction and replay, creating both ramp and disruption with minimal resource investment.

  • 2

    The synergy between Tinker and Teferi's Puzzle Box creates a powerful lock that denies opponents card draws, effectively controlling the pace of the game.

  • 3

    Deploying multiple fast mana artifacts like Moxen enables explosive starts, allowing the decks to assemble combos quickly in a format where powerful banned cards are legal.

  • 4

    Choosing to keep or mulligan opening hands is critical in such a high-variance format, as seen with Leovold's pilot rejecting a mediocre hand despite having some powerful cards due to lack of follow-up.

  • 5

    Interaction such as Flusterstorm and Cyclonic Rift are critical in countering early threats and protecting combo pieces during the pivotal turns.

  • 6

    Infinite turn combos involving Time Vault and Voltaic Key are a recurring theme and represent a primary win condition that players race to assemble and protect.

Notable Cards

  • Mox Jet

    Mox Jet

  • Mox Emerald

    Mox Emerald

  • Mox Sapphire

    Mox Sapphire

  • Ancestral Recall

    Ancestral Recall

  • Time Walk

    Time Walk

  • Fastbond

    Fastbond

  • Chains of Mephistopheles

    Chains of Mephistopheles

  • Time Vault

    Time Vault

  • Voltaic Key

    Voltaic Key

  • Panoptic Mirror

    Panoptic Mirror

  • Teferi's Puzzle Box

    Teferi's Puzzle Box

  • Gifts Ungiven

    Gifts Ungiven

  • Cyclonic Rift

    Cyclonic Rift

  • Flusterstorm

    Flusterstorm

Gameplay Summary

The game unfolds in a high-powered Competitive EDH setting using the Vintage banned list, featuring four players piloting potent commanders and strategies.

Tasigur leads a control-combo hybrid deck utilizing powerful banned cards like Moxen, Ancestral Recall, Time Walk, and Fastbond to accelerate mana and dig for combo pieces, including Time Vault and Voltaic Key for infinite turns.

Early game interaction revolves around deploying strong mana acceleration and filtering cards, setting up for key combos.

Leovold's pilot aims to exploit the interaction between Tinker and powerful artifacts like Teferi's Puzzle Box to lock opponents out of drawing cards, leveraging Time Vault for combo turns.

This deck focuses on disruption and locking the board, capitalizing on the synergy unleashed by the unbanned Vintage power cards.

Meanwhile, Teferi and other decks bring additional combo and control elements, but the main narrative centers on the battles between these archetypes trying to establish and protect their win conditions.

Critical turning points include early land plays, counterspells, and the deployment of infinite turn combos that threaten to end the game swiftly if unanswered.

The game highlights the tension between combo execution and control disruption, with players navigating the volatile Vintage banned environment to outmaneuver each other.

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