Deck & Commander Strategies

Sram, Senior Edificer
Builds auras and equipment to quickly boost commander and creatures, aiming to win through commander damage with a large, evasive flyer.

Chatterfang, Squirrel General
Creates and protects a wide token army of squirrels, leveraging forest synergies and token buffs to overwhelm opponents.

Zur the Enchanter
Controls the game using enchantments and tutors, locking down opponents while incrementally building advantages through powerful enchantment interactions.

Edgar Markov
Aggressively generates vampire tokens via eminence and flood the board with vampires to pressure opponents, aiming to win through combat damage.
Gameplay Insights
- 1
Casting Rule of Law early dramatically slowed down the game pace, limiting players to one spell per turn and hindering aggressive multi-spell combos.
- 2
Edgar Markov’s eminence triggered multiple vampire tokens, establishing early board presence and forcing opponents to respond quickly.
- 3
Opal Palace was used effectively to add +1/+1 counters on commanders as they entered from the command zone, enhancing their immediate impact.
- 4
Sram’s use of enchantments that scaled with planes allowed his commander to become a significant flying threat quickly.
- 5
Players carefully timed board wipes and removal spells to preserve key creatures while disrupting opponents’ tempo and board development.
Notable Cards
-

Rule of Law
-

Opal Palace
-

Drana, Liberator of Malakir
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Armored Ascension
-

Profane Tutor
Gameplay Summary
The game began with players establishing their board states and mana bases, with initial plays focusing on ramp and early creatures.
Edgar Markov's eminence ability was immediately impactful, generating vampire tokens and applying early pressure.
Sram, Senior Edificer, focused on casting auras and equipment to quickly enhance his commander into a formidable flying threat, leveraging enchantments that boosted his power as the game progressed.
Chatterfang, Squirrel General steadily built a token army of squirrels, benefiting from forest synergies and protective elements.
Zur the Enchanter utilized enchantments and tutors to control the tempo, aiming to lock down opponents and leverage powerful enchantment synergies. A pivotal moment occurred when Rule of Law was cast, drastically slowing down the game by limiting players to one spell per turn, which hindered the aggressive strategies of Sram and Edgar.
This allowed Zur to stabilize and control the board, while Chatterfang continued token generation.
Board wipes and targeted removal were cautiously deployed, with Edgar's vampire tokens and Sram's equipped commander maintaining board presence despite control elements.
The game’s tension centered around managing board wipes, protecting key creatures, and leveraging incremental advantages through tokens and enchantments, setting up for potential commander damage wins or overwhelming board states.























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