Deck Strategies
Lavinia, Azorius Renegade
Control and tempo by limiting opponents' ability to cast spells if conditions are not met, focusing on disruption and efficient creatures to maintain board presence.
Dovin, Grand Arbiter
A control-oriented planeswalker deck that generates value through loyalty counters, creating thopters, gaining life, and filtering cards to control the mid-to-late game.
Sphinx of the Guildpack
A powerful flying hexproof threat that leverages multicolor synergies to dominate the board with evasive damage and resilience against mono-colored removal.
Gameplay Insights
- 1
Choosing commanders that align with the colors and themes of the Ravnica guilds was crucial for deck synergy and effectiveness.
- 2
Dovin's ability to create thopters and gain life provided sustained board presence and incremental advantage in combat phases.
- 3
Lavinia's restriction on casting spells when creatures outnumber lands encouraged careful resource and board management.
- 4
Casting low-cost creatures early helped build tempo, but players remained cautious about overextending due to Lavinia's restrictions.
- 5
The presence of powerful multicolor creatures with hexproof highlighted the importance of protecting key threats from removal.
- 6
Players balanced between aggressive early plays and setting up for a longer control game, with planeswalkers and value creatures influencing pacing.
Notable Cards
Dovin, Grand Arbiter
Lavinia, Azorius Renegade
Impassioned Orator
Captive Audience
Summary
The game began with players opening packs from the Ravnica Allegiance set and building 60-card decks with chosen commanders, emphasizing two-color guild themes. Key commanders included Lavinia, Azorius Renegade; Dovin, Grand Arbiter; and others representing their guilds. Early plays involved casting low-cost creatures and setting up board presence, with Dovin's ability to generate thopters and gain life highlighting a control strategy. Lavinia's ability to restrict casting spells if more creatures than lands were played suggested a tempo and control approach. The game’s pace was marked by strategic land plays and early board development, with players mindful of their commanders' unique restrictions and abilities. The interaction of Dovin's planeswalker abilities and Lavinia's control elements indicated a slow, grindy game with incremental advantages, while the Sphinx of the Guildpack presence hinted at a potential late-game threat due to its flying and hexproof.