Deck & Commander Strategies

The First Sliver
A tribal sliver deck focused on playing a swarm of slivers to boost each otherโs power and toughness, aiming to overwhelm opponents with anthem effects and wide board presence.

Go-Shintai of Life's Origin
A shrine-based enchantment deck that requires all nonland cards to be enchantments, focusing on protecting these enchantments and using synergy to gain incremental advantage and control.

Sisay, Weatherlight Captain
A toolbox-style five-color commander that aims to find and cast legendary creatures or support cards from the deck, focusing on utility and synergy with various legends.

The Wandering Minstrel
A five-color gates deck that capitalizes on playing multiple gates to generate tokens and ramp, using landfall triggers and synergy with gates to create board presence.
Gameplay Insights
- 1
Using Reshape the Earth early to assemble a strong mana base by fetching multiple lands including utility lands like Thespian Stage and Dark Depths sets up powerful late-game plays.
- 2
The shrine enchantment deck must protect its enchantments carefully since all nonland cards are enchantments, making them prime removal targets.
- 3
Gatekeeper Vineโs ability to fetch gates helps smooth mana and maintain tempo in the gates deck, which relies heavily on land drops.
- 4
Playing Senu, the Keeneyed Protector early provides repeated attack triggers and life gain, creating incremental advantage while also protecting against blockers.
- 5
The sliver deckโs reliance on tribal anthem effects means it is vulnerable to removal but can generate overwhelming board presence if allowed to develop.
- 6
Players prioritized ramp and mana fixing early on to enable casting their five-color heavy spells, recognizing the importance of a stable mana base in five-color Commander.
Notable Cards
-

Reshape the Earth
-

Dark Depths
-

Exotic Orchard
Gameplay Summary
The game began with players establishing their mana bases heavily focused on five-color lands and gates, setting the stage for complex interactions and synergy.
Early plays included ramp spells and utility creatures like Senu, the Keeneyed Protector, which provided life gain and repeated attacks.
One player, piloting a shrine-based enchantment deck, emphasized the importance of protecting enchantments due to their deck's reliance on them, while another focused on slivers, leveraging their tribal anthems and synergy to build a strong board presence.
The Gates deck contributed with landfall and token generation, aiming to slowly build up board advantage. As the game progressed, key plays involved significant land drops including utility lands like Thespian Stage and Dark Depths and strategic use of mana fixing through cards such as Exotic Orchard and Gatekeeper Vine.
The sliver deck aimed to overwhelm opponents with tribal buffs but faced targeted removal attempts.
The enchantment deck attempted to capitalize on enchantress effects to maintain card advantage and board presence.
The game featured typical five-color chaos, with players focusing on efficient ramp, protective measures for their synergies, and incremental board development rather than flashy combos early on.
The win condition appeared to be a gradual overpowering of opponents through tribal synergy, enchantment value, or token generation from gates.















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