Deck Strategies
Mr. House, President and CEO
Generate artifact creature tokens and treasures by rolling dice, using treasures to fuel more dice rolls and maintain board presence. The deck focuses on incremental advantage through dice mechanics and artifact synergy.
Massacre Girl, Known Killer
Utilize menace creatures with wither to weaken opponents' boards and draw cards off the death of small toughness creatures. Employs mass removal and incremental card advantage to control the board and press damage.
Saruman, the White Hand
Cast non-creature spells to create an army of orcs and goblins with ward protection, building a wide board to overwhelm opponents through tribal synergy and spellcasting.
Obuun, Mul Daya Ancestor
Leverage landfall triggers to grow creatures and animate lands with trample and haste. Builds a land-centric strategy that focuses on continuous growth and pressure through large, trampling creatures.
Gameplay Insights
- 1
Massacre Girl's wither ability synergized well with small creatures to generate card draw and weaken opponents' boards consistently.
- 2
Mr. House's dice rolling and treasure generation provided a steady stream of resources, allowing for flexible plays and token creation.
- 3
Saruman's casting of non-creature spells to create orcs and goblins with ward made his board difficult to remove and pressured opponents effectively.
- 4
Obuun's landfall strategy capitalized on animating lands into creatures, turning what might normally be vulnerable lands into aggressive threats with haste and trample.
- 5
Land destruction effects were strategically timed to disrupt Obuun's landfall triggers, but were mitigated by the fact that lands transformed into creatures remained impactful.
Notable Cards
Massacre Girl, Known Killer
Devoted Druid
Arcane Signet
Summary
The game began with players setting up their mana bases and early board states, with Mr. House focusing on generating artifact creature tokens and treasures through dice rolling, Massacre Girl establishing a menace and wither creature presence to pressure opponents, Saruman building an army of orcs and goblins via non-creature spells, and Obuun leveraging landfall triggers to grow creatures and animate lands. Early turns saw the deployment of key enchantments and mana acceleration spells, setting the stage for mid-game interactions. Massacre Girl's ability to weaken opponents' creatures with wither and draw cards off small creature deaths gave her strong card advantage, while Mr. House aimed to capitalize on treasure generation and dice rolls to maintain tempo. Saruman's strategy of casting non-creature spells to flood the board with orcs and goblins created a growing threat of overwhelming board presence, and Obuun's landfall synergies aimed to steadily grow his creatures and maintain pressure through animated lands. Mid-game pivotal moments involved players responding to land destruction and board wipes, with Massacre Girl's mass removal spells impacting the board and Mr. House's tokens providing resilience. The game featured dynamic shifts as players attempted to outmaneuver each other through combat and spell interactions, with alliances and threats evolving. The eventual win condition hinged on overwhelming opponents with either a critical mass of creatures or through incremental damage leveraging unique tribal synergies and resource generation.