Magic Card Designer vs His Own Creations | Extra Turns 63 | Magic: the Gathering Commander Gameplay thumbnail Blurred backdrop thumbnail
The Command Zone profile icon

Magic Card Designer vs His Own Creations | Extra Turns 63 | Magic: the Gathering Commander Gameplay

The Command Zone


Commanders featured in this Gameplay Reviewed & Verified

Decklists

Deck & Commander Strategies

  • Mathas, Fiend Seeker

    Mathas, Fiend Seeker

    Utilizes a unique collection of cards designed by Gavin Verhey, including some from early sets and playtest cards, focusing on leveraging unusual synergies and value from lesser-known effects to outmaneuver opponents.

  • Grothama, All-Devouring

    Grothama, All-Devouring

    Leverages death touch and instant-speed interaction to control the board, while building up to a powerful finisher that can win the game in a sudden burst, demonstrating mono-green’s capability for explosive plays.

  • Mirko, Obsessive Theorist

    Mirko, Obsessive Theorist

    Fills the graveyard with zero-power clone creatures to continuously reanimate them using the commander’s ability, creating a board of copied threats taken from opponents’ decks and turning their own power against them.

  • Sword Coast Sailor

    Sword Coast Sailor

    Employs cheap, evasive creatures that synergize with the party mechanic to generate card draw and value, aiming to maintain a steady flow of creatures and resources to outpace opponents through incremental advantage.

  • Burakos, Party Leader

    Burakos, Party Leader

    Focuses on a party-based aggressive deck that plays low-cost creatures and relies on gaining card advantage and board presence through synergy with the party mechanic, facilitating sustained pressure and resource generation.

Gameplay Insights

  • 1

    Early aggressive one-drop creatures established crucial board presence and pressured opponents' life totals effectively in the opening turns.

  • 2

    Players leveraged mana-fixing lands that also provided additional benefits, such as Path of Ancestry’s scry, to smooth out draws and gain incremental advantage.

  • 3

    Mirko’s strategy of discarding zero-power clones like Spark Double to the graveyard synergized perfectly with the commander’s reanimation ability, turning discarded cards into valuable board assets.

  • 4

    Grothama’s use of death touch blockers and instant-speed tricks allowed for effective defense and timely counterattacks, setting up a potential game-winning swing.

  • 5

    The inclusion of cards from various Magic sets, including playtest and less mainstream cards, provided unique interactions and an unpredictable game flow.

Notable Cards

  • Path of Ancestry

    Path of Ancestry

  • Ankle Biter

    Ankle Biter

  • Spark Double

    Spark Double

  • Tainted Indulgence

    Tainted Indulgence

  • High Market

    High Market

Gameplay Summary

The game featured a competitive multiplayer Commander match where each player piloted a deck built around a commander designed by Gavin Verhey, a principal Magic designer.

Early turns were marked by quick deployment of low-cost creatures like Mistcloaked Herald and Ankle Biter, establishing early board presence and aggressive pressure.

Players utilized lands with synergistic effects, such as Path of Ancestry, to smooth mana and gain extra value.

One notable aspect was Rachel's Mirko, Obsessive Theorist deck, which focused on filling the graveyard with zero-power clones to reanimate them with the commander, effectively turning opponents’ threats against them.

Meanwhile, Josh’s Grothama leveraged death touch and instant-speed tricks to maintain board control and build toward a game-ending swing.

Watch on YouTube