Deck & Commander Strategies
Max the Daredevil & Dustin Gadget Genius
This deck leverages artifact synergies to ramp mana and activate powerful artifact abilities. It aims to generate incremental advantage through artifact interactions and uses Max’s ability to untap creatures and investigate for clues, enabling ongoing value and board presence.
Mike the Dungeon Master & Will the Wise
Focused on sacrificing creatures and clues to generate card draw and value, this deck uses sacrifice combos and clue generation to control the board and gain incremental advantage. It leverages Will's abilities to create clues and supports combos that draw cards or trigger beneficial effects on sacrifice.
Eleven the Mage & Chief Jim Hopper
Centered around investigating to create clues and casting extra turns, this deck uses token synergies and spells like Academy Manufactor to generate board presence. It seeks to draw enough cards to cast spells for free via Eleven’s threshold ability, enabling explosive turns and resource advantage.
Lucas the Sharpshooter & Will the Wise
A blue-white artifact combo deck that relies on creating and sacrificing clues to goad opponents’ creatures and control the board. It aims to assemble combos such as Thopter Assembly and Time Sieve to take extra turns, leveraging artifact synergies and sacrifice outlets.
Gameplay Insights
- 1
Using Mass Hysteria early to grant haste enabled aggressive board development and pressure on opponents.
- 2
The removal of Academy Manufactor with Swords to Plowshares was a key disruption to a major token and clue generating engine.
- 3
Sacrificing clues to draw cards and trigger beneficial effects was central to multiple decks’ strategies, highlighting the importance of resource management.
- 4
Cast spells for free via Eleven the Mage's threshold ability served as a pivotal value engine, accelerating card advantage and tempo.
- 5
Artifact recursion and sacrifice combos with cards like Spine of Ish Sah and Krark-Clan Ironworks created complex board states and potential infinite loops.
- 6
Players managed board tension carefully, balancing attacks with holding back key creatures to avoid retaliation or combo disruption.
Notable Cards
-
Mass Hysteria
-
Academy Manufactor
-
Thopter Foundry
-
Krark-Clan Ironworks
-
Swords to Plowshares
-
Disciple of the Vault
-
Swiftfoot Boots
Gameplay Summary
The game unfolded as a dynamic multiplayer Commander melee featuring four decks built around Stranger Things-themed commanders.
Early turns saw players establishing ramp and clue generation, with artifacts playing a central role, particularly in the Dustin & Max deck which focused on artifact synergies and activation.
Key early plays included Mass Hysteria granting haste to creatures, facilitating aggressive attacks, and the use of Will the Wise for clue creation and sacrifice synergies.
A pivotal moment occurred when a player cast Academy Manufactor to boost token and clue production, though it was later removed by a timely Swords to Plowshares, slowing down that engine. The game featured several combos revolving around clues, artifact recursion, and sacrifice, especially from Mike & Will's deck focused on sacrificing clues and creatures to generate value and draw cards.
Notable interactions involved casting spells for free off 11 the Mage after accumulating enough cards, and artifact combos leveraging cards like Thopter Foundry and Krark-Clan Ironworks to generate tokens and value.
Board tension increased as players exchanged incremental damage, controlled key threats, and sought to combo off or gain overwhelming advantage.
The gameplay highlighted the delicate balance of maintaining board presence while managing resources like clues and artifacts to execute win conditions.