First Commanders We've Played: Tovolar vs Morophon vs Kyniaos vs Savra thumbnail Blurred backdrop thumbnail

First Commanders We've Played: Tovolar vs Morophon vs Kyniaos vs Savra

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Generic Commander 82 EDH Gameplay videos

Commanders featured in this Gameplay Reviewed & Verified

Deck & Commander Strategies

  • Tovolar, Dire Overlord // Tovolar, the Midnight Scourge

    Tovolar, Dire Overlord

    A wolf and werewolf tribal deck that draws cards whenever wolves deal damage and aims to transform creatures between day and night to maximize tribal synergy and board presence.

  • Morophon, the Boundless

    Morophon, the Boundless

    A five-color Eldrazi and goodstuff deck focusing on powerful creatures and game-changing spells to control the board and pressure opponents with raw power.

  • Kynaios and Tiro of Meletis

    Kynaios and Tiro of Meletis

    A group hug deck centered on enchantments that benefit all players but aims to leverage enchantment synergies and resource sharing to gain incremental advantage and control the pace of the game.

  • Savra, Queen of the Golgari

    Savra, Queen of the Golgari

    A sacrifice-themed deck that forces opponents to sacrifice creatures whenever Savra's controller does, controlling the board through attrition and reanimator synergies.

Gameplay Insights

  • 1

    Savra's controller leverages sacrifice mechanics to force opponents into sacrificing creatures, enabling potent board control despite the deck's early and casual build.

  • 2

    Tovolar's player carefully manages day and night cycles to transform werewolves and maximize tribal synergies, rewarding aggressive attacks with card draw.

  • 3

    Morphon's deck, though slower, builds up a powerful board state with Eldrazi and goodstuff, aiming to outvalue opponents with high-impact creatures and spells.

  • 4

    Kynaios and Tiro's group hug enchantment strategy creates a dynamic table state, where resource sharing can both help and hinder players depending on timing and board state.

  • 5

    Players rely on classic mana fixing and lands like fetchlands and triomes to enable their diverse color requirements in these older deck builds.

  • 6

    The game centers around straightforward board interactions and synergies rather than combos, reflecting the players' early Commander deck designs and nostalgic playstyles.

Notable Cards

  • Tovolar, Dire Overlord // Tovolar, the Midnight Scourge

    Tovolar, Dire Overlord // Tovolar, the Midnight Scourge

  • Morophon, the Boundless

    Morophon, the Boundless

  • Kynaios and Tiro of Meletis

    Kynaios and Tiro of Meletis

  • Savra, Queen of the Golgari

    Savra, Queen of the Golgari

  • Butcher of Malakir

    Butcher of Malakir

  • Dictate of Erebos

    Dictate of Erebos

  • Death Cloud

    Death Cloud

  • Innocent Blood

    Innocent Blood

  • Worm Harvest

    Worm Harvest

  • Hallowed Fountain

    Hallowed Fountain

  • Misty Rainforest

    Misty Rainforest

Gameplay Summary

The game features four players each piloting their first Commander decks: Tovolar, Dire Overlord; Morophon, the Boundless; Kynaios and Tiro of Meletis; and Savra, Queen of the Golgari.

The early game involves players setting up their mana bases and getting creatures or enchantments onto the board, reflecting the nostalgic and straightforward nature of these early builds.

Tovolar focuses on assembling a werewolf tribal synergy, drawing cards as wolves deal damage and managing day and night cycles to transform creatures.

Savra uses a sacrifice theme, forcing opponents to sacrifice creatures whenever Savra's controller sacrifices theirs, aiming to control the board through attrition.

Morophon leverages a five-color Eldrazi and goodstuff approach, using powerful creatures and game-changing cards to establish board presence and pressure.

Kynaios and Tiro employ a group hug strategy centered on enchantments and resource sharing to benefit all players but ultimately secure advantage for the controller.

Throughout the game, interactions revolve around these core themes, with players attempting to leverage their commanders and synergies to gain incremental advantages.

The game likely progresses through conventional combat and board control plays rather than complex combos, culminating in a win condition tied to either overwhelming board presence or incremental value from synergies and group hug effects.

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