Merciless Evil Toxic MtG Gameplay w/ Baddie & Aims & Michael | Worst Possible Commander Show 156 thumbnail Blurred backdrop thumbnail
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Merciless Evil Toxic MtG Gameplay w/ Baddie & Aims & Michael | Worst Possible Commander Show 156

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Commanders featured in this Gameplay Reviewed & Verified

Decklists

Deck & Commander Strategies

  • Will, Scion of Peace

    Will, Scion of Peace

    Gain life to reduce spell costs, enabling casting of expensive extra turn spells to control the game tempo and outlast opponents.

  • Kenrith, the Returned King

    Kenrith, the Returned King

    Build energy counters through creatures and spells, then leverage energy for powerful effects and potentially extra turns to dominate the board.

  • Raffine, Scheming Seer

    Raffine, Scheming Seer

    Draw the entire deck manually without a win condition, aiming to kill himself and force a three-player game, disrupting normal game flow.

  • Jhoira, Ageless Innovator

    Jhoira, Ageless Innovator

    Cheat out large artifacts and use artifact recursion and protection loops (e.g., One Ring) to create a resilient, hard-to-remove board presence.

Gameplay Insights

  • 1

    Will’s use of lifegain to reduce the cost of expensive extra turn spells is a critical ramp mechanic for controlling the game’s pacing.

  • 2

    Raffine’s no-win-con strategy to draw his entire deck and self-eliminate is a bold disruption tactic aiming to alter the player count dynamic.

  • 3

    Kenrith’s steady energy build-up combined with mana fixing and artifact interactions sets up multiple potential win paths including extra turns and big creature stomps.

  • 4

    Jhoira’s artifact recursion and protection loops allow her to maintain a strong board presence while making it difficult for opponents to remove key pieces.

  • 5

    The early cautious play with multiple players using tapped lands and low-impact creatures reflects a slow build-up toward larger, more impactful plays.

  • 6

    Use of cards like Lightning Greaves early to protect key creatures shows players’ awareness of the fragile board state and importance of protecting combo pieces.

Notable Cards

  • Esper Sentinel

    Esper Sentinel

  • Servant of the Conduit

    Servant of the Conduit

  • Time Stretch

    Time Stretch

  • Expropriate

    Expropriate

  • Approach of the Second Sun

    Approach of the Second Sun

  • Blightsteel Colossus

    Blightsteel Colossus

  • Lightning Greaves

    Lightning Greaves

  • Forging the Anchor

    Forging the Anchor

  • Renewed Faith

    Renewed Faith

  • Ledger Shredder

    Ledger Shredder

Gameplay Summary

The game began with all players establishing their boards cautiously, primarily playing lands and small creatures.

Will, Scion of Peace, focused on a lifegain strategy to reduce the cost of his powerful extra turn spells like Time Stretch and Expropriate.

Kenrith aimed to build up energy counters through various energy-producing creatures and spells, intending to leverage those for a late-game overpowering presence.

Raffine, Scheming Seer, took a unique approach by trying to draw his entire deck manually, planning to end his own game state and force a three-player scenario.

Jhoira, Ageless Innovator, aimed to cheat out large artifacts and potentially loop protective artifacts like the One Ring to create a resilient board state that would be difficult to remove or kill. Early turns were marked by cautious development, with cards like Esper Sentinel and energy generators setting up each player's intended game plan.

Raffine's strategy was highlighted by his attempt to draw his whole deck with no win conditions, aiming to disrupt the game flow for the others.

Meanwhile, Jhoira quickly established her presence by casting artifacts and preparing for artifact recursion and protection loops.

The energy theme was consistently emphasized by Kenrith, who steadily accumulated energy counters while planning to use them both offensively and for extra turns.

Will's lifegain synergy remained steady, aiming toward casting game-altering spells with reduced costs. The game was characterized by incremental board development and subtle interactions rather than explosive early plays.

Each player’s strategy laid the groundwork for a mid to late-game where combos and powerful spells would come into play.

Key moments involved Raffine’s unique deck-thinning approach, Kenrith’s steady energy accumulation, and Jhoira’s artifact recursion potential, setting the stage for a complex and interactive endgame.

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