WNL 52 Kamigawa: Neon Dynasty | Eliot @TheSpikeFeeders | Live EDH | MTG Commander Gameplay thumbnail Blurred backdrop thumbnail
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WNL 52 Kamigawa: Neon Dynasty | Eliot @TheSpikeFeeders | Live EDH | MTG Commander Gameplay

Cardboard Command


Commanders featured in this Gameplay Reviewed & Verified

Personality featured in this Gameplay

Decklist

Deck & Commander Strategies

  • Go-Shintai of Life's Origin

    Go-Shintai of Life's Origin

    Ramp into enchantments and shrines to gain life and value, leveraging enchantment synergies to control the board and outlast opponents.

  • Light-Paws, Emperor's Voice

    Light-Paws, Emperor's Voice

    Utilize auras and equipment to create buffed creatures that apply pressure and maintain board presence through incremental enhancements.

  • Yuriko, the Tiger's Shadow

    Yuriko, the Tiger's Shadow

    Deploy ninjas with ninjutsu to sneak in unblockable damage, trigger Yuriko’s ability to deal damage to opponents and draw cards, disrupting opponents’ hands and board states.

  • Zaxara, the Exemplary

    Zaxara, the Exemplary

    Cast X spells to generate hydra tokens and use instant-speed interactions to double or enhance those tokens, building a large board presence to overwhelm opponents.

Gameplay Insights

  • 1

    Ninjutsu enabled Yuriko's player to bypass blockers and consistently chip away at opponents' life totals while triggering card draw and damage effects.

  • 2

    The hydra deck leveraged newly legal token doubling cards to maximize board presence quickly, creating a formidable threat that demanded attention.

  • 3

    Shrine deck’s enchantment synergies allowed for incremental life gain and board stabilization, providing resilience against aggressive strategies.

  • 4

    Aura deck focused on early equipment plays to buff creatures and maintain pressure despite slower starts.

Notable Cards

  • Yuriko, the Tiger's Shadow

    Yuriko, the Tiger's Shadow

  • Helm of the Gods

    Helm of the Gods

  • Changeling Outcast

    Changeling Outcast

Gameplay Summary

The game began with players setting up their respective strategies, featuring a shrine-based deck, an aura-centric build, a hydra token generator, and a ninjutsu-focused deck.

Early turns saw the ninjutsu player establishing evasive creatures and leveraging Yuriko's ability to ping opponents and manipulate the top of the deck, while the shrine deck focused on ramping and enchantment synergies.

The hydra deck aimed to create and double hydra tokens by casting X spells and responding with instant-speed interactions.

Light-Paws' aura deck set up equipment and enchantments to buff creatures and apply pressure. A key turning point occurred when Yuriko successfully ninjutsued in creatures and triggered damage on opponents, forcing discards and disrupting hands.

Meanwhile, the hydra player started generating sizable board presence with tokens, threatening to overwhelm with sheer numbers.

The shrine deck leveraged enchantment synergies and life gain to stabilize and grow their board.

The aura deck's incremental buffs and equipment boosts continued to add threat.

The game featured multiple combat phases with ninjutsu and token swarms, with Yuriko’s evasive ninjas applying consistent pressure.

The gameplay highlighted a dynamic tension between board control, hand disruption, and token generation.

Ultimately, the ninjutsu deck’s ability to repeatedly trigger damage and control board state made it a formidable presence, while the hydra deck's token growth posed a looming threat.

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