Deck Strategies
Nahiri, Forged in Fury
An equipment tribal deck that ramps quickly, attaches powerful equipment to create lethal threats, and uses combat triggers to exile opposing creatures and control the board.
Heliod, the Radiant Dawn
A card draw-centric deck focused on drawing massive amounts of cards to cast large, free colorless creatures like Ulamog, leveraging Heliod’s ability to generate value and protect itself.
Kiora, Sovereign of the Deep
Ramp and sea creature tribal deck that uses ramp spells and card draw to deploy high-value creatures and powerful enchantments like Great Henge to maintain card advantage.
Yargle and Multani
A Voltron-style deck that aims to build up its commander with auras and equipment and then use fling to deal a one-shot lethal damage to opponents.
Gameplay Insights
- 1
Using Sword of the Animist early allowed Nahiri's player to ramp land drops consistently, accelerating equipment deployment.
- 2
Solitary Confinement was a pivotal defensive card for Heliod, making him difficult to remove until Nahiri's player destroyed it with Generous Gift.
- 3
Casting Emergency Powers at sorcery speed to shuffle hands and graveyards back into libraries disrupted opponents’ strategies and enabled Heliod to cast Ulamog for free.
- 4
Nahiri’s commander triggers stacked with multiple equipments to exile key opposing permanents, shifting board control.
- 5
Great Henge paired with Kiora’s ramp and creatures generated substantial card draw and life gain, boosting tempo.
- 6
The interaction between Death Sprout and Resistance Reunited provided key protection and value for Nahiri’s equipped creatures during critical turns.
- 7
The players capitalized on multiple layering of equip and enter-the-battlefield triggers to maximize card draw and board impact.
Notable Cards
Solitary Confinement
Sword of the Animist
Cauldron Familiar
Ulamog, the Ceaseless Hunger
Generous Gift
Sram, Senior Edificer
Mosswort Bridge
Summary
The game started with each player setting up their mana base and early board presence, with Nahiri forging an aggressive equipment-centric strategy, Heliod focused on card draw and casting large colorless creatures for free, Kiora aiming to ramp into sea creatures and card advantage, and Yargle and Multani building toward a one-shot combo by Voltronizing and flinging damage. Early plays saw key ramp spells like Soul Ring and Kodama's Reach, alongside disruptive elements such as Solitary Confinement, which repeatedly protected Heliod. Nahiri's player efficiently equipped their commander and leveraged Sword of the Animist to ramp and find lands, while also removing problematic permanents like Solitary Confinement with Generous Gift. The introduction of cards like Great Henge and Cauldron Familiar helped other players draw cards and generate value, escalating the board state.