Deck & Commander Strategies

Toph, Earthbending Master
Ramp aggressively with an excess of forests to generate large amounts of mana, aiming to overwhelm opponents with big creatures or spells.

Jodah, the Unifier
Utilize a group hug/grandma-themed deck that encourages card draw but penalizes opponents with increased spell costs, aiming to control the pace through political leverage and incremental advantages.

Yarok, the Desecrated
Leverage enter-the-battlefield triggers, normally a core aspect of Yarok, but in this sabotaged deck, rely on bounce lands and other synergies to generate value despite the absence of ETB triggers.

The Wandering Minstrel
Play a band/town land themed deck that creates elemental tokens upon controlling multiple lands and can pump creatures by paying mana equal to the number of towns, focusing on a themed token swarm and combat buffs.
Gameplay Insights
- 1
The sabotage element forced Seth’s Yarok deck to adapt from its usual ETB-based value engine to rely on bounce lands and graveyard interactions, showcasing deck resilience under constraints.
- 2
Morgan's use of multiple 'town' lands to trigger token creation from The Wandering Minstrel was a key thematic and mechanical synergy driving his board presence.
- 3
Tor’s deck introduced a group hug element that allowed extra card draws at a cost to opponents’ spell casting, influencing decision-making around resource management and pacing.
- 4
Toph’s overwhelming forest count created a massive mana base, pressuring opponents to find answers quickly or face a large mana-fueled beatdown.
- 5
Discarding down to hand size and managing bounce lands created tensions around resource availability and timing, impacting each player’s ability to execute their strategies effectively.
Notable Cards
-

Yarok, the Desecrated
-

Jodah, the Unifier
-

Naga Fleshcrafter
-

Havoc Festival
Gameplay Summary
The game began with each player piloting uniquely sabotaged decks designed to hinder their usual strategies.
Toph played a heavy ramp deck with an overwhelming amount of forests aiming to leverage a massive mana base.
Morgan's Wandering Minstrel deck focused on generating elemental tokens through control of multiple 'town' lands, while Seth’s Yarok deck was handicapped by the removal of all enter-the-battlefield triggers, complicating his usual value engine and relying instead on bounce lands for synergy.
Tor’s deck was a 'granny' themed build centered around cards with older, grandmotherly characters, including a group hug element that taxed opponents’ spells if they drew extra cards.
Early turns featured mana development, handsizing struggles, and the setting of board states that hinted at various win conditions—massive mana ramp and beatdown from Toph, token swarming from Morgan, and graveyard or bounce land interactions from Seth.













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