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Magic: The Gathering Commander Gameplay | The Spike Feeders S2E8

The Spike Feeders


Commanders featured in this Gameplay Reviewed & Verified

Decklists

Deck & Commander Strategies

  • Thrasios, Triton Hero

    Thrasios, Triton Hero

    A combo-centric deck that utilizes Paradox Scepter to take multiple extra turns in succession, aiming to generate infinite mana and card draw to win quickly.

  • Zur the Enchanter

    Zur the Enchanter

    A control and combo deck that enchants the battlefield with powerful auras, aiming to assemble a combo finish often involving Ad Nauseam or Doomsday to win through a large storm or combo sequence.

  • Circu, Dimir Lobotomist

    Circu, Dimir Lobotomist

    A stax/control deck that uses Circu's ability to exile opponent’s top cards and disrupt their draws, combined with Lantern Control elements to lock opponents out and slowly grind for value.

  • Tana, the Bloodsower

    Tana, the Bloodsower and Tymna, the Weaver

    A midrange aggro-combo deck that leverages sacrifice outlets and token generation, aiming to pressure opponents with creatures and combo off using the sacrifice synergies.

Gameplay Insights

  • 1

    Jan's opening with both Cursed Totem and Grafdigger's Cage significantly hampered artifact and graveyard strategies, setting a powerful stax lock early in the game.

  • 2

    Eliot's use of Timetwister early on was a bold move to refill hands and disrupt opponents' plans, demonstrating the power of reshuffling in a competitive meta.

  • 3

    Jerry flashing in Aven Mindcensor in response to Jim cracking a fetch land was a key disruption, preventing tutoring and searching, slowing down Jim's combo build.

  • 4

    The presence of Trinisphere forced players to carefully manage their mana and spell costs, which slowed down fast combo lines and ramp plays.

  • 5

    Circu's casting on turn 5 with Helm of Awakening enabled Jan to reduce spell costs and accelerate his Lantern Control and disruption plan, increasing pressure on opponents' decks.

Notable Cards

  • Cursed Totem

    Cursed Totem

  • Grafdigger's Cage

    Grafdigger's Cage

  • Mana Vault

    Mana Vault

  • Timetwister

    Timetwister

  • Carpet of Flowers

    Carpet of Flowers

  • Trinisphere

    Trinisphere

  • Reality Shift

    Reality Shift

  • Helm of Awakening

    Helm of Awakening

  • Aven Mindcensor

    Aven Mindcensor

  • Gaea's Cradle

    Gaea's Cradle

Gameplay Summary

The game began with a strong opening from Jan, who established early stax elements by playing Cursed Totem and Grafdigger's Cage alongside Mana Vault, effectively locking down many decks' key strategies.

Eliot responded by casting a Timetwister to reshuffle hands, seeking to refresh his options for his Shimmer Zur deck.

Jerry and Jim developed their boards with ramp and early creatures, with Jerry playing Elvish Mystic and Jim deploying Carpet of Flowers to maintain mana advantage.

Early disruption came when Jerry cast Trinisphere, slowing down the game and forcing players to adjust their mana usage.

Eliot's Zur was removed by Reality Shift, but he quickly recast it to continue his plan of enchanting and controlling the board.

Jan then cast Circu, Dimir Lobotomist, leveraging Helm of Awakening to reduce spell costs and ramp into significant threats.

Aven Mindcensor was flashed in by Jerry during Jim’s fetchland activation, disrupting tutoring strategies and slowing Jim’s combo potential.

Throughout the midgame, the board state was shaped by resource denial and incremental advantage plays, with Zur's attack triggers and Circu's control elements chipping away at opponents' resources.

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