Deck & Commander Strategies

Rat King, Verminister
Build a large rat army with Rat Colony tokens and Piper of the Swarm, then sacrifice rats to recur powerful creatures from the graveyard, maintaining continuous board presence and pressure.

Don & Leo, Problem Solvers
Ramp aggressively using spells like Skyshroud Flame to cast large creatures and leverage blink and manifest mechanics for value, creating a resilient and flexible board state.

Raph & Mikey, Troublemakers
Cast a high-cost commander with trample and haste to attack, triggering an effect that reveals creatures from the top of the library and puts them onto the battlefield tapped and attacking, aiming to overwhelm opponents with big threats.

Kitsune, Dragon's Daughter
Use Kitsune's ability to exchange control of creatures between players, disrupting opponents' boards and creating tactical advantages by manipulating creature control.
Gameplay Insights
- 1
Mar's early investment in rat tokens and synergy with Piper of the Swarm put immediate pressure on opponents, demonstrating the power of tribal token generation combined with sacrifice and recursion.
- 2
Eric's use of ramp spells like Skyshroud Flame allowed faster deployment of key creatures, supporting a blink and manifest strategy that generated incremental advantage.
- 3
Bells’ tactical use of Kitsune’s exchange ability created unpredictable board states, forcing opponents to constantly adjust their strategies and complicating combat decisions.
- 4
Mike’s strategy relied on expensive but impactful creatures with haste and trample, making timing of attacks critical to maximize damage and trigger his commander’s ability effectively.
- 5
The interplay of creature control swaps and rat token pressure showcased the dynamic tension between board control disruption and swarming strategies in multiplayer Commander.
Notable Cards
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Rat Colony
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Piper of the Swarm
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Charming Prince
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Thought Vessel
Gameplay Summary
The game opened with players establishing their mana bases and setting up their board states cautiously.
Mar, playing Rat King, Verminister, quickly began to leverage the rat tribal synergy by casting multiple Rat Colony tokens and using Piper of the Swarm to generate additional rats with menace.
Mar’s deck focused heavily on multiplying rats to build board presence and create combos around sacrificing rats to bring back creatures from the graveyard.
Meanwhile, Eric on Don & Leo, Problem Solvers, ramped early with spells like Skyshroud Flame to accelerate into powerful creatures, aiming to leverage blink effects and manifest mechanics for value.
Mike piloted Raph & Mikey, Troublemakers, aiming to drop big creatures from the top of his library and overwhelm opponents with raw power and haste, while Bells’ Kitsune, Dragon's Daughter deck looked to shake up board control by swapping creatures between players strategically. A key turning point was Mar's aggressive rat token generation combined with the ability to sacrifice and revive creatures, putting pressure on the table early.
The synergy between Rat Colony and Piper of the Swarm made Mar a formidable threat.
Mike’s deck provided intermittent bursts of big threats, but the big creatures were expensive to cast, slowing his early game.
Bells used Kitsune’s unique control ability to disrupt opponents' boards by exchanging creatures, which added an unpredictable element to the game state.
Eric’s blink and manifest strategy provided steady value generation and board presence.
The interplay between Mar’s rat swarm and Bells’ swapping effects created tension as control of key creatures shifted unexpectedly.
The game’s momentum centered around Mar’s rat army and the potential for recursion combos, with other players trying to stabilize and contest the board through large creatures, blink effects, and tactical swaps.

























