Deck Strategies
Glarb, Calamity's Augur
Utilizes surveil and casting high mana value creatures from the top of the library to control the game and generate value, capitalizing on cards with mana value four or greater.
Clement, the Worrywort
Focuses on bouncing creatures with lesser mana value to hand to repeatedly trigger enter-the-battlefield effects and maximize card draw and value generation.
Helga, Skittish Seer
Builds a board of hydras by casting high mana cost creatures, drawing cards, gaining life, and generating mana ramp through +1/+1 counters.
Flubs, the Fool
Aims to empty hand quickly to leverage topdecking, casting spells efficiently and generating advantage through low-cost, high-impact plays.
Gameplay Insights
- 1
Clement’s ability to bounce creatures with lesser mana value was used to draw multiple cards by repeatedly triggering enter-the-battlefield effects, exemplified by bouncing Orboral Grazer and drawing cards when Mold Drifter enters and leaves.
- 2
Helga generated incremental advantage by casting creatures with mana value four or greater, drawing cards and gaining life, while also producing mana ramp with her power-based mana ability.
- 3
Glarb’s surveil and top-deck casting allowed for consistent card selection and pressure by playing large creatures efficiently.
- 4
Flubs focused on emptying the hand quickly to gain an advantage through topdecking, influencing the tempo and flow of the game.
- 5
Players made use of mana ramp spells like Far Seek and mana rocks such as Arcane Signet and Sapphire Medallion to accelerate their game plans.
- 6
The synergy among frog tribal creatures and enter-the-battlefield triggers was a central theme that shaped the interactions and strategic choices throughout the game.
Notable Cards
Clement, the Worrywort
Helga, Skittish Seer
Glarb, Calamity's Augur
Flubs, the Fool
Arcane Signet
Sapphire Medallion
Sakura-Tribe Elder
Summary
The game featured a lively four-player EDH match centered around the theme of legendary frogs from Bloomburrow. Early turns saw players ramping mana and establishing boards, with key plays including casting Helga, Skittish Seer to generate card advantage and mana ramp through +1/+1 counters and mana abilities, and Clement, the Worrywort enabling creatures to bounce and re-enter for value. Glarb, Calamity's Augur provided a powerful surveil engine and allowed casting of high-mana-value creatures from the top of the library, while Flubs, the Fool focused on emptying the hand quickly to capitalize on topdecking. The match saw a combination of synergistic frog tribal interactions and value plays, with players leveraging creatures entering and leaving the battlefield to draw cards and generate mana. Notable moments included Clement's ability to repeatedly bounce creatures like Orboral Grazer to draw multiple cards, and Helga's growth and mana production enabling big spells. The game was marked by strategic ramping and incremental advantage rather than explosive combos, with players jockeying for position through tactical plays and efficient card draw.