Deck Strategies
Reveka, Wizard Savant
Focuses on tapping to deal small amounts of damage repeatedly, using blue's card draw and control elements to chip away at opponents while building towards a combat damage finish.
Sir Konrad, the Grim
Uses mono-black's incremental damage and board control to pressure opponents, leveraging Sir Konrad's ability to deal damage each combat and supporting tech to prevent quick non-combat damage deaths.
Gilanra, Caller of Wirewood & Kodama of the East Tree
Relies on green ramp and value creatures to create board presence, aiming to eventually deal combat damage with large creatures despite green's lack of direct damage spells.
Heliod, Sun-Crowned
Utilizes white's known combos and life-gain synergies to deal large amounts of non-combat damage, while preparing multiple win conditions through incremental damage and combat damage to finish opponents.
Gameplay Insights
- 1
Players had to carefully balance incremental burn and ramp strategies to avoid ending the game with non-combat damage, as the format required lethal damage to be dealt in combat.
- 2
Underworld Dreams served as a strong incremental damage engine but was vulnerable if removed, forcing players to protect their key enchantments.
- 3
Mono-green's lack of direct burn spells required creative strategies focused on ramping and leveraging commander combat damage for finishing blows.
- 4
Meta-gaming was encouraged, leading players to include tech cards aimed at preventing opponents from winning through non-combat damage, which added a layer of interaction and defense.
- 5
Reveka's ability to tap for damage was central to the blue player's plan but required careful timing since the commander tapped out and didn't untap on the next turn.
- 6
Heliod's multiple combo pathways provided flexible options to deal damage and gain life, showcasing white's unique approach to burn outside of red.
Notable Cards
Reveka, Wizard Savant
Underworld Dreams
Heliod, Sun-Crowned
Kodama of the East Tree
Rampant Growth
Summary
In this unique Commander Clash game, four players faced off with mono-colored burn decks, but with red banned and a restriction that players must finish opponents off with combat damage rather than non-combat damage. The game unfolded with each player leveraging their color's strengths to navigate this unusual burn challenge. Reveka, Wizard Savant (mono-blue) focused on tapping to deal damage and leveraging card draw synergies, while Sir Konrad, the Grim (mono-black) utilized incremental damage and board control elements. Gilanra, Caller of Wirewood paired with Kodama of the East Tree (mono-green) aimed to generate value and ramp to powerful creatures and combos, despite green lacking straightforward damage spells. Heliod, Sun-Crowned (mono-white) brought several non-combat damage combos and burn strategies, including multiple known combos to maximize damage output and survivability. Early plays involved setting up ramp and incremental damage engines, including cards like Underworld Dreams and ramp lands, while players also deployed meta-tech to prevent non-combat damage kills and extend the game toward a combat damage finish. The game featured key moments where players balanced land drops, tapped creatures for incremental damage, and prepared to leverage their commanders' abilities in combat to close out opponents under the unique format rules.