Deck Strategies
The Wise Mothman
A Food Chain combo deck aiming to generate infinite mana and damage through recurring creatures and synergy with mana acceleration and protection effects.
Azami, Lady of Scrolls
A combo/control deck seeking to capitalize on extra card draws, stacks interactions, and potentially extra turns to overwhelm opponents.
Kodama of the East Tree / Tymna the Weaver
A combo deck focused on using Cauldron Familiar and Cube Kitty to assemble a kill combo while benefiting from ramp and card advantage provided by Kodama and Tymna.
Talion, the Kindly Lord
A control and interaction deck that uses tutors, disruption, and board control tools to manipulate the game state and outlast opponents.
Gameplay Insights
- 1
Winter Moon was cast to restrict opponents from untapping multiple nonbasic lands, slowing down mana development.
- 2
Doy of the Void was used proactively to shut down mill strategies, a key threat against some decks.
- 3
Players prioritized setting up mana acceleration early, such as Loa and Birds of Paradise, to enable their combos.
- 4
Tutors like Mystical Tutor and Demonic Tutor were crucial in assembling combo pieces and control elements swiftly.
- 5
Radiation counters and life loss from upkeep effects put constant pressure on players, influencing timing and decision-making.
- 6
The Mothman’s flying attacks consistently chipped away at opponents while combo synergies were being established.
- 7
Despite strong combo potential, interaction and disruption from Talion and others kept the game in a dynamic, tense state.
Notable Cards
Winter Moon
Cauldron Familiar
Lighthouse Chronologist
Birds of Paradise
Mystical Tutor
Demonic Tutor
Gemstone Caverns
Kodama of the East Tree
Summary
The game featured a competitive four-player Commander match with The Wise Mothman, Azami, Lady of Scrolls, Tymna/Kodama, and Talion, the Kindly Lord. Early game saw players setting up their mana bases and deploying key pieces such as Doy of the Void to counter mill strategies and various mana accelerators like Loa and Birds of Paradise. The Wise Mothman deck aimed to establish its combo through Food Chain and protecting key creatures, while Tymna/Kodama focused on comboing off with Cauldron Familiar and Cube Kitty. Azami sought to leverage extra draws and potentially extra turns, but was the target of table bans. Talion operated as a control and interaction-heavy deck, using tutors and disruption to maintain a foothold in the game. As the game progressed, players exchanged incremental damage and board presence, with recurring life loss from upkeep effects and radiation counters applying pressure. Important plays included casting Winter Moon to limit nonbasic land untaps, setting up Kodama of the East Tree which added resilience and ramp, and multiple tutors to find critical combo pieces. The Mothman’s flying attacks and Food Chain synergy pressured opponents steadily. However, with the table’s combined interaction and disruption, no one was able to rapidly close the game early, resulting in a tense midgame with a focus on protecting combos and maintaining board control. The gameplay demonstrated a delicate balance of aggressive combo setup and reactive control elements among these powerful commanders.