Deck & Commander Strategies

Iron Man, Titan of Innovation
Artifact-centric ramp and toolbox combo deck that uses attacking with Iron Man to generate treasures and search for impactful artifacts, aiming to assemble powerful artifact synergies like Simulacrum Synthesizer to win.

The Twelfth Doctor and Vislor Turlough
A slower, synergy-heavy deck that plays cards alike and leverages companion interactions to gain incremental value and control the game state, focusing on a thematic and strategic gameplay experience.

Ramos, Dragon Engine
A multicolor spells deck that grows Ramos with +1/+1 counters for each color in spells cast, aiming to remove counters to activate Door to Nothingness repeatedly, enhanced by copy effects to generate multiple activations and win the game.

The Sentry, Golden Guardian
A group slug style deck that encourages combat with a focus on flyers and indestructibility, using the Sentry's ability to create attacking void tokens that force interaction and increase combat damage among players.
Gameplay Insights
- 1
Early turn one ramp with Soul Ring enabled fast deployment of key artifacts and equipment, setting up aggressive or combo plays quickly.
- 2
Assigning the Sentry's void token to an opponent sitting last in turn order was a strategic decision to keep pressure on the trailing player and influence combat dynamics.
- 3
Ramos's deck incorporated multiple copy effects to amplify Door to Nothingness activations, showcasing an approach to multiply a key combo for a decisive win.
- 4
The Sentry deck leveraged blink and Panharmonicon effects to maximize value from ETB triggers, increasing the number of attacking void tokens and escalating combat tension.
- 5
Iron Man's deck was hindered by graveyard hate and lack of early interaction, highlighting the vulnerability of artifact combo decks to disruption.
Notable Cards
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The Sentry, Golden Guardian
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Iron Man, Titan of Innovation
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Ramos, Dragon Engine
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Simulacrum Synthesizer
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Door to Nothingness
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Swiftfoot Boots
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Contested War Zone
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Panharmonicon
Gameplay Summary
The game began with players deploying their respective strategies focused on their commanders' unique abilities.
Early plays included ramp and equipment to enable aggressive or combo-driven approaches.
The Sentry player quickly established board presence by casting their commander on turn two, creating an indestructible flying creature token that forces opponents to attack each turn, setting a tone for aggressive aerial combat.
Meanwhile, Iron Man's pilot leveraged artifact synergies and ramp to seek powerful artifact combos, aiming to assemble a winning lock but struggled early due to disruptive opponents.
Ramos's Dragon Engine deck focused on building counters by casting multicolored spells and aimed to use Door to Nothingness as a win condition, enhanced by copy effects to multiply threats.
The Twelfth Doctor and Vislor Turlough deck centered on playing cards alike and generating value through synergy, although it was noted to be a slower, more complex strategy that had yet to find success in prior games.














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