Deck & Commander Strategies

Nekusar, the Mindrazer
Deals damage to opponents whenever they draw cards, using wheels and card draw spells to maximize damage output and control the pace of the game.

Go-Shintai of Life's Origin
Builds a wide board of shrines and enchantments that synergize with the commander, supported by a companion that restricts mana symbols for consistency, aiming for incremental advantage and board presence.

Krenko, Mob Boss
Goblin tribal deck focused on generating large numbers of goblin tokens quickly and attacking aggressively to overwhelm opponents.

Umbris, Fear Manifest
Exiles opponents’ cards to grow Umbris and other creatures, combines milling and exile effects with combo pieces to win through decking opponents or overwhelming damage.
Gameplay Insights
- 1
Players prioritized killing Nekusar early due to his damage-on-draw ability making him a high-value threat.
- 2
The Go-Shintai deck leveraged a unique companion restriction to maintain a consistent enchantment-based strategy without double mana symbols in costs.
- 3
Krenko’s goblin token swarm applied continuous pressure, forcing opponents to manage wide boards and aggressive attacks.
- 4
Umbris’s exile and milling strategy created a slow but threatening engine that could end the game quickly with the right combo pieces.
- 5
The match balanced between competitive combo potential and maintaining fun power level, with players willing to concede to combos when assembled.
Notable Cards
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Nekusar, the Mindrazer
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Go-Shintai of Life's Origin
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Krenko, Mob Boss
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Umbris, Fear Manifest
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Demonic Tutor
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Zealous Conscripts
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Conspicuous Snoop
Gameplay Summary
The game featured four distinct Commander decks each striving to leverage their unique strengths.
The Nekusar player aimed to punish opponents by dealing damage whenever they drew cards, utilizing wheels and card draw spells to maximize the damage output.
The Go-Shintai player focused on a shrine and enchantment-based strategy, going wide with enchantments and sagas that synergized with the commander’s abilities, supported by a companion restricting card choices to a specific mana color pattern.
The Krenko player concentrated on a goblin tribal deck, quickly producing numerous goblin tokens to swarm opponents and apply pressure through aggressive attacks.
Finally, the Umbris player sought to exile opponents' cards to grow Umbris, Fear Manifest, into a large threat while milling opponents' libraries, with potential combos to end the game swiftly either by damage or decking out opponents. Early gameplay involved setting up mana bases and initial board presence, with the goblin deck deploying early haste creatures to start applying damage and the Nekusar deck preparing to wheel cards for incremental damage.
The Go-Shintai deck established enchantment synergies to go wide and generate value, while the Umbris deck prepared its exile and milling threats.
Throughout the match, strategic decisions centered on timing attacks, targeting Nekusar due to his high threat potential, and managing board states to prevent combos from ending the game prematurely.
The interaction between Nekusar’s damage on card draw and the Go-Shintai’s wide enchantment board created tension, while Umbris’s exile strategy threatened to overwhelm slowly but steadily.
Although the game was competitive with combo potential, the players balanced between aggressive plays and defensive maneuvers, resulting in a dynamic and engaging mid- to late-game battle.

















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