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Salt Con 10K - Day 1 Round 4 - T&K v Atraxa v Rog/Thras v Rog/Thras - Mind Over Meta

The Mind Over Meta

Commanders featured in this video Reviewed & Verified

Decklists

Deck Strategies

  • Kraum, Ludevic's Opus Tymna the Weaver

    Kraum, Ludevic's Opus and Tymna the Weaver

    Leverages political interaction, card advantage, and disruption to control the board and outlast opponents, aiming to win through incremental damage and value plays.

  • Atraxa, Grand Unifier

    Atraxa, Grand Unifier

    Focuses on proliferate, token generation, and board presence to build overwhelming advantage, aiming to win via attrition or combo finishers.

  • Rograkh, Son of Rohgahh Thrasios, Triton Hero

    Rograkh, Son of Rohgahh and Thrasios, Triton Hero (Combo Decks)

    Utilizes ramp, tutors, and recursion combos such as Underworld Breach combined with infinite mana or spell loops to win quickly and decisively.

Gameplay Insights

  • 1

    Mental Misstep was used effectively early on to disrupt key spells and slow combo setups.

  • 2

    Underworld Breach served as a game-ending combo enabler, allowing one player to loop spells infinitely.

  • 3

    Players had to carefully manage their life totals due to damage from mana acceleration lands like Ancient Tomb.

  • 4

    Cursed Totem was played to slow down combo decks by disabling activated abilities, though it was not enough to stop the combos.

  • 5

    The use of multiple triggers from cards like Lotho and Wristic Study created complex stack interactions that required precise play.

  • 6

    Despite heavy disruption and interaction, the fast combo decks were able to assemble their win conditions before others could stabilize.

Notable Cards

  • Mental Misstep

    Mental Misstep

  • Underworld Breach

    Underworld Breach

  • Demonic Tutor

    Demonic Tutor

  • Ancient Tomb

    Ancient Tomb

  • Cursed Totem

    Cursed Totem

  • Seedborn Muse

    Seedborn Muse

Summary

The game featured four players piloting powerful commanders: Kraum and Tymna's political and draw synergy, Atraxa's proliferate and value engine, and two Rograkh/Thrasios decks focused on combo and ramp. Early turns saw players setting up their mana bases with lands like Underground Sea and Ancient Tomb, while deploying key mana acceleration artifacts and spells. Mental Misstep played a pivotal role, disrupting important spells and shaping early interactions. The Rograkh/Thrasios decks aggressively pursued their combo lines, utilizing cards like Demonic Tutor and Underworld Breach to dig and execute game-ending loops. Atraxa focused on board presence and incremental advantage through proliferate triggers and token generation but struggled to keep pace with the combo decks. The Kraum/Tymna deck used card draw and disruption to maintain relevance but was pressured by the fast combo execution. A critical turning point was the casting of Underworld Breach by one of the Rograkh/Thrasios players, enabling explosive recursion and infinite combo potential. Despite efforts to disrupt, the combo decks managed to establish their win conditions via infinite mana and spell recursion, overwhelming opponents. The game concluded with the combo decks outpacing the others, demonstrating the high-speed and high-stakes nature of competitive Commander matches with multiple combo-centric decks vying for dominance.