Deck Strategies
Tameshi, Reality Architect
Control and value generation by bouncing non-creature permanents to draw cards, protecting key enchantments and artifacts, and recurring them to maintain a prison-like board state.
Korvold, Fae-Cursed King
Sacrifice-focused ramp and card draw engine combined with additional combat phases from Breath of Fury and a treasure token win condition through Rebel's Rites.
Inalla, Archmage Ritualist
Wizard tribal token generation with eminence triggers, using bounce effects like Gale-Caster Colossus to disrupt opponents and maintain board control, while threatening large token swarms and burn damage.
Arahbo, Roar of the World
Aggressive cat tribal deck utilizing anthem effects and combat damage triggers to pump cats, generate removal through combat damage, and potentially deliver lethal infect damage with cards like Triumph of the Hordes.
Gameplay Insights
- 1
Tameshi’s repeated bouncing of non-creature permanents both interrupted opponents' board presence and fueled card draw, enabling a slow but steady accumulation of value.
- 2
Korvold’s use of Breath of Fury to generate multiple combat phases in conjunction with sacrifice triggers led to rapid growth of Korvold and massive card draw, pressuring opponents significantly.
- 3
Inalla’s token doubling and bounce effects functioned as a potent control tool, effectively resetting board states and preventing opponents from stabilizing easily.
- 4
Arahbo’s combat damage triggers combined with anthem effects and infect enabled a powerful and synergistic offensive strategy capable of removing key opposing artifacts and enchantments mid-combat.
Notable Cards
Solitary Confinement
Island Sanctuary
Breath of Fury
Feline Sovereign
Door of Destinies
Triumph of the Hordes
Summary
The game featured four distinct decks, each piloted by experienced players leveraging their commanders' unique abilities. Early on, the gameplay focused on board development and strategic positioning rather than immediate aggression. Tameshi, Reality Architect controlled by CovertGoBlue aimed to create a prison-like control environment by repeatedly bouncing non-creature permanents and drawing cards, slowly accruing value by protecting key enchantments and artifacts like Solitary Confinement and Island Sanctuary. Meanwhile, Korvold, Fae-Cursed King piloted by Ben ramped up a sacrifice and card draw engine, using enchantments such as Breath of Fury to generate multiple combat phases and Rebel's Rites to create treasure tokens that could eventually lead to a win through treasure accumulation. Inalla, Archmage Ritualist led a wizard tribal deck focused on generating multiple wizard tokens, leveraging cards like Gale-Caster Colossus to bounce opponents' permanents repeatedly, disrupting their board states and maintaining tempo. Arahbo, Roar of the World, played by Shay, provided a cat tribal strategy that capitalized on combat synergy and anthem effects, using cards like Feline Sovereign and Door of Destinies to pump cats, and Triumph of the Hordes to deliver potentially lethal infect damage through combat boosts and trample. As the game progressed, the synergy-heavy decks showcased their power spikes — with Ben’s combo potential growing via repeated sacrifice and extra combat phases, and Blake’s wizard tokens controlling the board through bounce effects. CovertGoBlue’s control-oriented approach allowed him to survive through attrition, while Shay’s aggressive cat tribal pushed for combat damage and artifact/enchantment removal. The game’s tension escalated as players balanced disrupting others' strategies with building their own win conditions, culminating in a dynamic interaction of tempo, control, and combat damage wins.