WELL THAT CAME OUT OF NOWHERE! @NorthStarcedh MALCOLM\VIAL v FRAN\THRAS v KINNAN v KRATOS\ATREUS thumbnail Blurred backdrop thumbnail

WELL THAT CAME OUT OF NOWHERE! @NorthStarcedh MALCOLM\VIAL v FRAN\THRAS v KINNAN v KRATOS\ATREUS

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Things in the Ice 97 EDH Gameplay videos

Commanders featured in this Gameplay Reviewed & Verified

Decklists

Deck & Commander Strategies

  • Francisco, Fowl Marauder Thrasios, Triton Hero

    Francisco, Fowl Marauder / Thrasios, Triton Hero

    A blue-green deck focused on mana acceleration and powerful tutors to assemble combos quickly. It uses interaction and incremental advantage to control the game state.

  • Malcolm, Keen-Eyed Navigator Vial Smasher the Fierce

    Malcolm, Keen-Eyed Navigator / Vial Smasher the Fierce

    An aggressive, spell-slinging approach leveraging damage from casting spells and disruption to maintain tempo and pressure opponents early.

  • Kinnan, Bonder Prodigy

    Kinnan, Bonder Prodigy

    A ramp-centric deck that accelerates mana production dramatically with creatures and artifacts to cast big spells and combos faster than opponents.

  • Atreus, Impulsive Son Kratos, Stoic Father

    Kratos, Stoic Father / Atreus, Impulsive Son

    A Jeskai-based breachlines deck focusing on creature and spell interactions that create board presence and value using synergy between the commanders and spells.

Gameplay Insights

  • 1

    Using Kitesail Larcenist to turn opponent's key artifacts and creatures into treasures to disrupt their mana and board development was a clever strategic play.

  • 2

    Phasing out Qatara, Water Bending Master early prevented the opponent from accumulating experience counters and drawing additional cards, highlighting the importance of neutralizing new threats quickly.

  • 3

    Casting Trace to produce a 2/4 reach creature was a pivotal defensive move to counter aerial threats and stabilize the board.

  • 4

    Early use of interaction like Mental Misstep and Mindbreak Trap set the tone for a game focused on controlling the pace and preventing opponent combos.

Notable Cards

  • Mindbreak Trap

    Mindbreak Trap

  • Mental Misstep

    Mental Misstep

  • Kitesail Larcenist

    Kitesail Larcenist

  • Arcane Signet

    Arcane Signet

  • Mox Diamond

    Mox Diamond

Gameplay Summary

The game began with players developing their mana bases and establishing early board presence, with key plays including elves and mana acceleration spells.

The early turns featured interaction such as Mental Misstep and Mindbreak Trap, setting a tense atmosphere.

One notable moment was when a new card, Qatara, Water Bending Master, was played, showing the use of experience counters to draw cards, though it was phased out soon after, indicating players' attention to removing threats quickly.

The game progressed with players carefully managing their resources and attempting to disrupt each other's plans, including the use of artifact-transforming effects like Kitesail Larcenist to convert permanents into treasures to hinder opponents' strategies.

A significant turning point was when a player cast a Trace, summoning a 2/4 creature with reach, helping to stabilize the board against flyers and shift tempo.

The game displayed a dynamic of incremental advantage and tactical disruption, with players jockeying for position to execute their combos or win conditions.

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