Deck & Commander Strategies

Tatyova, Benthic Druid
Ramp into lands each turn to draw cards and gain life, building a resource advantage to overwhelm opponents with value spells and creatures.

Myojin of Blooming Dawn
Utilize recursion and card draw to create infinite loops and sustain board presence, aiming to combo off with artifacts and mana acceleration.

Elenda, the Dusk Rose
Generate vampire tokens through combat damage and sacrifice triggers, leveraging graveyard recursion and incremental pressure to win through attrition.

Éowyn, Shieldmaiden
Apply aggressive pressure with vigilance and control elements, using combat tricks and protection abilities to maintain board presence and disrupt opponents.
Gameplay Insights
- 1
Sacrificing treasure tokens to tutor low-cost artifacts with Oswald Fiddlebender enabled early card draw and value engine setup.
- 2
Boromir, Warden of the Tower was used defensively to counter spells cast without mana investment, protecting board state.
- 3
Treasure tokens were generated midgame via viewer interaction which provided extra mana acceleration and fueled artifact synergies.
- 4
Sun Gold Sentinel’s ability to exile graveyard cards and gain hexproof from chosen colors created a strong defensive tempo swing.
- 5
Players balanced attacking to apply pressure while avoiding overextension, particularly due to the presence of ward and protection effects on creatures.
- 6
The game hinted at potential infinite loops involving Myojin and artifact sacrifices, underscoring the importance of timing and interaction.
Notable Cards
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Oswald Fiddlebender
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Chromatic Star
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Boromir, Warden of the Tower
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Unsettled Mariner
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Path of Ancestry
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Birthing Pod
Gameplay Summary
The game began with players developing their boards cautiously, utilizing ramp and card draw to establish early presence.
Miguel's deck employed artifact synergies with Oswald Fiddlebender enabling efficient artifact tutoring and sacrifice, setting up for value plays.
MJ's Elenda deck generated token creatures and applied pressure through incremental damage and graveyard interactions.
AA piloted Myojin of Blooming Dawn, focusing on leveraging the commander’s powerful recursion and card advantage abilities, while John on Tatyova aimed to capitalize on land drops and draw with life gain. Midgame saw increased interaction and board development with players trading damage and activating key abilities.
Boromir, Warden of the Tower was cast to potentially lock down certain spells, while MJ used Sun Gold Sentinel to exile graveyard cards and create evasion.
The players also engaged in tactical attacks to test defenses and keep opponents in check.
Treasure tokens were generated through channel points triggering, providing additional mana resources and fueling artifact synergies.
The game was poised to escalate with potential infinite loops or combos hinted by Myojin’s capabilities and artifact sac outlets such as Birthing Pod, suggesting a looming explosive turn. Throughout, the game balanced between incremental board control and the threat of sudden combo finishes.
The presence of creatures with ward and protection effects complicated combat dynamics, while artifacts like Chromatic Star and utility lands contributed to card advantage.
The game’s progression emphasized careful resource management, timing of spell casts, and responding to opponents’ threats while setting up for a decisive win condition involving recursion and infinite loops.












![Commander VS S16E7: The Locust God VS Horde of Notions VS Tatyova VS Balan [EDH] thumbnail](https://i.ytimg.com/vi/yqrnU70Qx6I/sddefault.jpg)
![Commander VS S14E1: Muldrotha VS Valduk VS Tatyova VS Arixmethes [EDH] thumbnail](https://i.ytimg.com/vi/N6grgj3VwDM/sddefault.jpg)























