Deck Strategies
Seton, Krosan Protector
Ramp with creatures and lands to flood the board with elves and other creatures, using +1/+1 counters and utility lands to maintain board presence and synergy.
Ezuri, Claw of Progress
Develop an elf and druid board to generate +1/+1 counters, draw cards via enchantments like Quest for Renewal and Vanquisher's Banner, and grow creatures to overwhelm opponents.
Edgar Markov
Create vampire tokens through eminence and other vampire synergies to apply constant pressure, use sacrifice and life gain effects to sustain aggression and resource advantage.
Grenzo, Havoc Raiser
Aggressive goblin tribal deck that uses Mountainwalk and combat tricks, including equipment and tribal buffs like Goblin King, to deal damage quickly and disrupt opponents.
Gameplay Insights
- 1
Using Azuri's ability to regenerate Arbor Elf prevented mana disruption and allowed continuous ramp and creature growth.
- 2
Grenzo's Mountainwalk combined with Goblin King and Goblin War Driver enabled multiple unblockable damage steps, putting pressure on opponents effectively.
- 3
Edgar Markov’s eminence triggered vampire token generation on casting vampiric spells, maintaining steady board presence and forcing opponents into difficult blocking decisions.
- 4
Quest for Renewal and Vanquisher's Banner provided Ezuri with consistent card draw and incremental growth, enabling sustained board development despite opponent aggression.
- 5
Danny’s use of Asceticism on Colonial Hydra protected a crucial threat from removal, allowing it to grow dramatically and threaten lethal damage.
- 6
Combat tricks and forced attacks (from Grenzo's ability) shaped the flow of combat, dictating who could attack whom and how blocks were assigned.
Notable Cards
Quest for Renewal
Vanquisher's Banner
Asceticism
Frenzied Goblin
Goblin King
Bishop of Rebirth
Dark Impostor
Ghastly Conscription
Rogue's Passage
Summary
The game featured four distinct strategies vying for control and board presence. Early turns saw ramp and setup plays, with Seton establishing ramp and utility lands while Edgar Markov created token vampires using his eminence ability. Grenzo leveraged aggressive goblin synergies with Mountainwalk and combat tricks, while Ezuri focused on developing a board of elves and druids to grow creatures and draw cards. Key moments included Edgar's vampire tokens pressuring opponents, Grenzo's Mountainwalk attacks dealing multiple chunks of damage, and Danny’s Azuri accumulating experience counters and pumping creatures for strong combat phases. Quest for Renewal combined with Vanquisher's Banner and other auras helped Ezuri generate card advantage and grow the board. As the game progressed, Danny's Azuri deck developed a massive Colonial Hydra and utilized Asceticism for protection, significantly increasing pressure on opponents. Combat phases saw notable blocks and regeneration plays, such as Ezuri regenerating Arbor Elf to maintain mana and board presence. Grenzo's goblin synergies, combined with Goblin King and war drivers, repeatedly pushed through damage. Edgar's vampire tokens and mass draw spells like Ghastly Conscription allowed him to sustain pressure and replenish resources. The game revolved around incremental board development, token generation, and combat damage leveraging tribal synergies and powerful enchantments, with no single player dominating early, setting the stage for a dynamic midgame battle.