Deck Strategies
Orvar, the All-Form
Mono-blue storm deck focused on casting instant and sorcery spells that target permanents to create token copies, aiming to generate overwhelming board presence and value through repeated cloning and spell interactions.
Tergrid, God of Fright
Mono-black resource denial deck utilizing sacrifice, discard, and reanimation effects to disrupt opponents' hands and boards, while capitalizing on opponents' losses by taking control of permanents.
Birgi, God of Storytelling
Mono-red storm deck aiming to generate a large number of spells and treasures to fuel a big storm finish, leveraging treasure token synergies to ramp and chain spells.
Jorn, God of Winter
Salt-heavy control deck with a stasis-like lock, focusing on freezing opponents' resources and untap steps while gradually gaining advantage through snow permanents and lock pieces.
Gameplay Insights
- 1
Tergrid's early Null Rod cast was a crucial disruption that prevented Birgi from utilizing treasure artifacts, significantly slowing down the red storm deck's ramp and combo potential.
- 2
Orvar's ability to copy permanents with instant and sorcery spells created a growing token army, providing strong board presence despite the slow start from other players.
- 3
Jorn's control elements, including stasis-like effects, contributed to locking down opponents' resources, effectively stalling the game and forcing other players to adjust their strategies.
- 4
The interaction between discard/sacrifice effects and token generation highlighted the delicate balance between resource denial and board development, especially with Tergrid capitalizing on opponents' losses.
- 5
Players had to carefully manage their mana and card draws, as early land drops and key artifact plays like Sapphire Medallion and Ancient Tomb influenced the tempo and ability to execute combos.
Notable Cards
Null Rod
Death Cloud
Carpet of Flowers
Sapphire Medallion
Ancient Tomb
Chromatic Lantern
Trinket Mage
Summary
The game started with each player setting up their respective strategies, with Orvar aiming to leverage instant and sorcery spells to create copies of permanents, Birgi focusing on a mono-red storm approach, Tergrid playing a mono-black resource denial deck, and Jorn attempting a control strategy with stasis elements. Early turns saw players establishing mana bases and deploying key artifacts like medallions and mana rocks, alongside casting their commanders to begin executing their plans. Notable early plays included Tergrid casting Null Rod to disrupt artifact synergies, which impeded the treasure generation crucial for Birgi's storm engine. As the game progressed, Orvar built up a board presence with tokens generated from copying permanents, while Tergrid applied pressure through discard and sacrifice effects, leveraging spells like Death Cloud. Jorn focused on stabilizing with control elements, including locking down opponents with effects reminiscent of stasis. Birgi struggled somewhat due to artifact hate but managed to generate treasures through creatures like Magda, Brazing Outlaw. The tension peaked with Null Rod's presence hampering artifact-based combos and the players carefully weighing their options. The game demonstrated a clash of combo, control, and disruption strategies, with the Null Rod and Death Cloud effects being pivotal in slowing down the storm and artifact decks, shaping the mid-game tempo and interactions.