Who's Ready To Roll Some Dice? | Farideh vs. Mr. House vs. Maralen vs. Dwight o' Lantern thumbnail Blurred backdrop thumbnail

Who's Ready To Roll Some Dice? | Farideh vs. Mr. House vs. Maralen vs. Dwight o' Lantern

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Guild Pack 83 EDH Gameplay videos

Commanders featured in this Gameplay Reviewed & Verified

Decklists

Deck & Commander Strategies

  • Mr. House, President and CEO

    Mr. House, President and CEO

    Generate artifact creature tokens and treasures by rolling dice, using treasures to ramp further die rolls and overwhelm opponents with a growing army.

  • Reaper King

    Reaper King

    Leverage scarecrow tribal synergy with Metallic Mimic to buff scarecrows and destroy opponents’ permanents whenever new scarecrows enter the battlefield.

  • Farideh, Devil's Chosen

    Farideh, Devil's Chosen

    Roll dice to grant Farideh flying and menace and draw extra cards on high rolls, applying pressure with evasive threats supported by dice mechanics.

  • Maralen, Fae Ascendant

    Maralen, Fae Ascendant

    Exile cards from opponents’ libraries whenever fairies enter the battlefield, then cast those spells for free using fairy and elf synergies, while draining opponents’ life incrementally.

Gameplay Insights

  • 1

    Maralen’s repeated casting of fairies triggered multiple opponent life loss and allowed free casting of exiled spells, creating a strong engine for card advantage and incremental damage.

  • 2

    Reaper King’s synergy with Metallic Mimic naming Scarecrow amplified threats and triggered removal on each additional scarecrow entering, effectively controlling the board.

  • 3

    Maddening Hex was used strategically to punish non-creature spells, dealing damage that rotated among players and adding pressure without direct attacks.

  • 4

    Mr. House’s player optimized dice rolls by spending treasures to roll multiple dice, maximizing token creation and mana ramp for explosive turns.

  • 5

    Farideh’s use of dice rolls to grant flying and menace enabled evasive combat damage and card draw, maintaining offensive momentum throughout the game.

Notable Cards

  • Maddening Hex

    Maddening Hex

  • Metallic Mimic

    Metallic Mimic

  • Ingenious Artillerist

    Ingenious Artillerist

  • Bloom Tender

    Bloom Tender

  • Mystic Remora

    Mystic Remora

  • Great Furnace

    Great Furnace

  • Exotic Orchard

    Exotic Orchard

  • Command Tower

    Command Tower

Gameplay Summary

The game began with players establishing their mana bases and early board presence, with some initial tension around card draw and mana development.

Mr. House focused on generating artifact creature tokens and treasures by rolling dice, leveraging his ability to ramp and create a board state.

Reaper King, supported by Metallic Mimic naming Scarecrow, began to threaten the board with removal through scarecrow synergy.

Farideh provided aggressive dice rolling to gain evasion and card draw, aiming to maintain pressure with flying and menace.

Maralen took a more control-oriented approach by leveraging her ability to exile cards from opponents' libraries and casting spells from exile, creating a steady stream of advantage and life loss triggers via her fairy synergies. Key moments included Maralen casting multiple fairies to drain opponents’ life and exile cards, triggering multiple life loss and card advantage effects.

Mr. House’s player activated his die-rolling ability to create artifact tokens and treasures, setting up potential explosive turns.

Reaper King's player cast creatures that benefited from the scarecrow tribal synergy, enabling permanent removal on threats entering the battlefield.

Farideh’s deck emphasized dice rolls to grant menace and flying, drawing cards on high rolls to maintain momentum.

Maddening Hex was played early to punish non-creature spells, dealing damage that rotated among opponents, creating a subtle but consistent threat.

The game featured a mix of dice mechanics, tribal synergies, and tactical removal, with each player building toward leveraging their unique dice or tribal interactions for a win condition based on superior board presence, card advantage, or incremental damage.

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