Deck Strategies
Norin the Wary
Utilizes an exile-and-return mechanic to avoid removal and trigger abilities on spells and attacks, aiming to disrupt opponents while chipping away with fast, recurring combat interactions.
Gonti, Canny Acquisitor
Leverages theft and disruption by exiling opponents' cards, coupled with tutoring and ramp to control the game and steal high-value creatures or spells, often focusing on dragons.
Neriv, Heart of the Storm
Built around storm and spell-slinging synergy to draw multiple cards and generate value from casting numerous instants and sorceries quickly.
Isshin, Two Heavens as One
Focuses on aggressive combat and multiple combat phases, using creatures that deal damage on entering the battlefield and equipment to maximize combat effectiveness and push for early damage.
Gameplay Insights
- 1
Norin the Wary's exile-and-return ability created a persistent threat that was difficult for opponents to remove, influencing how players targeted and planned their plays.
- 2
Gonti’s repeated use of tutors early on indicated a strategy focused on finding key cards quickly to establish control and leverage powerful steal effects.
- 3
Isshin’s deployment of creatures with damage-on-entry effects like Agate Instigator put early pressure on opponents, setting the tone for an aggressive combat-focused game.
- 4
Players balanced ramp and threat deployment carefully, ensuring enough mana to play impactful spells while preparing for multiple combat phases and spell interactions.
- 5
The use of mana rocks like Soul Ring and Talismans accelerated the game pace, enabling earlier deployment of threats and tutors.
Notable Cards
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Norin the Wary
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Gonti, Canny Acquisitor
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Demonic Tutor
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Talisman of Conviction
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Agate Instigator
Summary
The game began with a rapid setup phase as each player deployed their commanders and ramped mana to accelerate their strategies. Norin the Wary was introduced early as a resilient commander difficult to remove due to its exile-and-return mechanic triggered by spells and attacks. Gonti, Canny Acquisitor, focused on stealing and leveraging new dragons and powerful cards while ramping and utilizing tutors like Demonic Tutor to quickly find key pieces. Neriv, Heart of the Storm, aimed to leverage storm and draw synergies, although it was still in development. Isshin, Two Heavens as One, centered on extra combat phases and aggressive combat strategies, deploying impactful creatures like Agate Instigator to chip away at opponents and create board pressure. Early turns saw important plays like the casting of ramp spells, mana rocks such as Soul Ring and Talisman of Conviction, and the introduction of impactful creatures and equipment like Greatsword of Tear. Despite some initial slow land drops, players managed to maintain tempo with spells and abilities, setting up for fast, explosive turns. The first combat damage was dealt by Isshin’s aggressive board presence, signaling the beginning of heightened combat action. Key moments included Gonti’s utilization of multiple tutors to sculpt the hand and Norin’s evasive nature making it a consistent nuisance. The game promised fast-paced interactions with multiple combat phases and ongoing value generation from commanders to push towards decisive damage and eventual victory.