Deck Strategies
Will the Wise
Focuses on flickering permanents to generate clues, which are then transformed into creatures to overwhelm opponents with a robot army.
Max the Daredevil and Lucas the Sharpshooter
Generates clues and uses artifact sacrifice to deal damage, culminating in a go-wide creature strategy and potential mass buffs like Craterhoof Behemoth.
The Mind Flail
Exiles opponents' cards from the bottom of their libraries to cast permanents and ramp mana with Cabal Coffers, aiming for overwhelming spells like Torment of Hailfire.
Eleven and Jim Hopper
Focuses on drawing cards to reach a high hand size and then casting numerous spells for free using Omniscience, generating card advantage and overwhelming opponents.
Gameplay Insights
- 1
Ben's use of The Mind Flail to exile cards from opponents' libraries and cast them created a unique threat that demanded immediate answers.
- 2
The flicker and clue generation engine built around Will the Wise synergized well with artifact sacrifice damage from Max and Lucas, creating pressure on multiple fronts.
- 3
Destroying Ristic Study early curtailed the card draw of some opponents, delaying their combo or key plays.
- 4
Eleven and Jim Hopper's ability to cast multiple spells for free after achieving a large hand size with card draw was a late-game turning point.
- 5
Players balanced resource denial and aggressive board development, leading to tense decision-making around when to attack or hold back.
Notable Cards
Vampiric Tutor
Intellect Devourer
Craterhoof Behemoth
Omniscience
Mox Opal
Mox Amber
Ancient Tomb
Talisman of Indulgence
Lake of the Dead
Summary
The game featured a dynamic and interactive multiplayer battle revolving around the Stranger Things-themed commanders, each showcasing unique synergies. Early turns set the stage with players ramping mana and establishing their board presence. Will the Wise's flicker and clue generation strategy aimed at building a formidable robot army, while Max and Lucas leveraged artifact sacrifice and damage output to chip away at opponents. The Mind Flail (Ben's deck) introduced a sinister element by exiling opponents' cards from the bottom of their libraries and casting them, which created a resource denial and versatility threat. Eleven and Jim Hopper focused on aggressive card draw and leveraging Omniscience for explosive plays, turning the tide with a flurry of spells. Pivotal moments included the destruction of key enchantments like Ristic Study, the deployment of creatures like Intellect Devourer to exile opponent hands, and aggressive attacks that forced players to respond with targeted removal and tactical sacrifices. The interplay of clues, flickering, and card advantage created a tense atmosphere where players had to carefully weigh resource management against board control. Ultimately, the game revolved around managing these evolving threats, with players aiming to assemble combos or overwhelm opponents through incremental damage and card advantage.