Deck Strategies
Clement, the Worrywort
Utilizes frog tribal synergy, bouncing creatures to hand to generate experience counters, and casting creatures with the help of frogs' added mana. The deck also aims to steal opponents' creatures via Gilded Drake combos.
Miirym, Sentinel Wyrm
Focused on copying dragons and other creatures to create a wide board presence and overwhelm opponents with large numbers of powerful flying creatures.
Jodah, Archmage Eternal
Executes rapid ramping to cast expensive spells and legendary creatures for free, leveraging high-impact cards to gain board control and tempo advantage.
The Lord of Pain
Plays aggressively using damage-based effects to control opponents' boards and potentially sets up infinite combos to finish the game quickly.
Gameplay Insights
- 1
Using Clement's bounce ability to return Borefrog to hand allowed for multiple triggers generating experience counters and increased creature power, enabling a strong combat phase.
- 2
Fear of Burning Alive combined with Animate Dead created a recurring threat that dealt damage to all opponents and pressured the board.
- 3
Players carefully timed the casting of their commanders to avoid counterspells, balancing the risk of losing tempo against the payoff of having their commanders on board.
- 4
The synergy between artifact spells and Mirri Spy's untap ability suggested potential for combo or tempo plays.
- 5
Ramp spells like Rampant Growth and mana artifacts such as Soul Ring and Talismans were critical for accelerating Jodah's game plan.
- 6
Damage-based control from The Lord of Pain's deck created tension and forced opponents to make difficult decisions about board development.
Notable Cards
Clement, the Worrywort
Gilded Drake
Fear of Burning Alive
Animate Dead
Thundering Falls
Talisman of Creativity
Ramunap Ruins
Summary
The game started with players establishing their mana bases and early board presence, with the frog-themed deck bouncing creatures and generating incremental value through experience counters. Clement, the Worrywort led a strategy focused on bouncing frogs back to hand and leveraging them for value and potential combo interactions with cards like Gilded Drake. Miirym, Sentinel Wyrm aimed to create multiple dragon copies to overwhelm opponents with wide board presence and big damage swings. Meanwhile, Jodah, Archmage Eternal focused on ramping quickly to cast high-cost spells for free, gaining tempo advantage, and deploying powerful legendary creatures. The Lord of Pain's deck played a more aggressive and disruptive game, using damage-based effects and potentially looking for infinite combos to close out the game. Key moments included the timely casting of commanders, strategic use of bounce effects to generate experience counters and power boosts, and the use of damage-dealing enchantments and Animate Dead to control the board. Players carefully navigated counterspells and mana availability, with the game steadily building towards explosive turns featuring large creatures and combos. The interaction between Clement's frog synergy and Lord of Pain's aggressive disruption created tension, while Jodah and Miirym worked to ramp into decisive threats. The game featured dynamic tempo shifts, with players balancing risk and reward in casting their commanders and activating key abilities.