Deck & Commander Strategies

Captain America, First Avenger
A Voltron-style deck focused on equipping Captain America with powerful equipment to grow large and deal distributed damage by throwing attached equipment as direct damage to multiple targets.

Urza, Lord High Artificer
An artifact-centric deck that creates construct tokens, generates blue mana by tapping artifacts, and leverages card advantage through exiling and playing cards from the library without paying their mana costs.

Sab-Sunen, Luxa Embodied
A counter manipulation deck leveraging Sab-Sunen’s ability to draw cards with odd counters and attack/block with even counters, aiming to maintain a balance to maximize card draw and board presence using a large indestructible creature.

Kaalia of the Vast
A tribal cheat strategy that deploys powerful angels, demons, and dragons directly onto the battlefield tapped and attacking whenever Kaalia attacks, overwhelming opponents quickly with large flying threats.
Gameplay Insights
- 1
The early use of Mother of Runes to protect key creatures helped maintain board presence against removal threats.
- 2
Urza’s artifact token creation and mana generation allowed casting of high-impact spells and commanders ahead of curve.
- 3
Captain America’s equipment discount from Bureau Headmaster enabled efficient casting and powerful combat swings with trample and lifelink.
- 4
Sab-Sunen’s counter management required careful timing to maximize card draw and attack/block capabilities, adding a unique resource management layer.
- 5
Kaalia’s ability to cheat large flyers into play put pressure on opponents to answer multiple threats simultaneously.
- 6
Players exploited combat damage triggers for card draw and strategic damage distribution, highlighting the importance of timing and target selection in multiplayer combat.
Notable Cards
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Mother of Runes
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Cold-Eyed Selkie
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Bureau Headmaster
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Thirsting Roots
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Clifftop Lookout
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Sab-Sunen, Luxa Embodied
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Kaalia of the Vast
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Captain America, First Avenger
Gameplay Summary
The game began with players setting up their boards carefully, each deploying early creatures and mana sources to enable their respective strategies.
Early plays included Mother of Runes providing protection, Cold-Eyed Selkie generating card draw potential, and equipment discount effects to ramp up Captain America's Voltron setup.
Urza was deployed early, creating artifact tokens and enabling mana acceleration and card advantage through his unique abilities.
Sab-Sunen began accumulating counters to balance between drawing cards and attacking/blocking, while Kaalia of the Vast prepared to cheat in large angels, demons, and dragons to overwhelm opponents. As the game progressed, Captain America’s equipment synergy allowed for powerful swings, including a Lockjaw Warhammer equipped for trample and lifelink damage.
Urza’s artifact token generation and card advantage continued to put pressure on opponents, while Sab-Sunen’s counter manipulation kept her relevant and threatening.
Key moments included players leveraging combat damage triggers to draw cards and the strategic attachment and throwing of equipment to spread damage.
The game showcased significant interplay between board presence, card draw engines, and incremental advantage through equipment and artifact synergies, setting the stage for a dynamic, combat-focused conflict among all players.























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