Deck Strategies
The Master of Keys
The plan was to fill the graveyard with enchantments and then cast them using the commander, capitalizing on the graveyard as a resource.
Marina Vendrell
The strategy wasn't clearly visible, but the player mentioned wanting to 'unlock her potential'.
The Mindskinner
The deck was built around a mill strategy with a touch of Voltron, dealing damage to opponents through milling their libraries.
Arabella, Abandoned Doll
Arabella's strategy was unclear, but there seemed to be a theme of interaction with other players' creatures.
Gameplay Insights
- 1
Ristic Study and Smothering Tithe provided significant card and mana advantage throughout the game, influencing the overall gameplay.
- 2
The Mindskinner's attack causing each player to mill ten cards was a crucial point, accelerating the game towards its end.
- 3
The Master of Keys made good use of the graveyard as a resource, casting Grasp of Fate from the graveyard to remove threats.
Notable Cards
Smothering Tithe
Manic Scribe
Grasp of Fate
Darksteel Mutation
Summary
The game started off with each player getting their respective commanders on the board and setting up their strategies. The Master of Keys player was looking to fill his graveyard with enchantments and then cast them with his commander. Marina Vendrell's player was hoping to unlock her potential. The Mindskinner attempted a mill strategy with a bit of Voltron mixed in, while Arabella, Abandoned Doll, seemed to be looking for some friends to play with. As the game progressed, the board state became complicated with Ristic Study and Smothering Tithe providing plenty of card draw and mana advantage. The Mindskinner used this to his advantage, causing each player to mill a significant amount of their library. The Master of Keys also used his graveyard synergistically to escape Grasp of Fate and remove threats from the board. The game continued with a lot of back-and-forths, but the critical turning point was when The Mindskinner swung at an opponent causing each player to mill ten cards, a move that propelled the game towards its conclusion.