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Breaking All the Rules except Slow Play | Commander Gameplay Rule Zero Decks | Double up Part 1.

The Spike Feeders


Commanders featured in this Gameplay Reviewed & Verified

Deck & Commander Strategies

  • Riku of Two Reflections

    Riku of Two Reflections

    The Riku deck aimed to cast zero-cost spells and manipulate them using Riku's ability to copy spells or creatures.

  • Garth One-Eye

    Garth One-Eye

    The Garth One-Eye deck had a unique strategy of holding over 200 cards and winning with Battle of Wits.

Gameplay Insights

  • 1

    The Crystalline Giant played early in the game, which allowed the player to gain a variety of counters, creating a potentially versatile creature.

  • 2

    The use of Abundance by the Garth One-Eye deck to control the type of card drawn, ensuring a high land count to support the Battle of Wits win condition.

  • 3

    The swift victory achieved by playing Battle of Wits in a deck with over 200 cards. This was an unusual and unexpected strategy that quickly ended the game.

Notable Cards

  • Astral Cornucopia

    Astral Cornucopia

  • Battle of Wits

    Battle of Wits

  • Crystalline Giant

    Crystalline Giant

  • Chasm Skulker

    Chasm Skulker

Gameplay Summary

The game kicked off with players unveiling their unique decks, bending the conventional rules of Commander format.

Early turns saw the players setting up their boards with mana accelerators, creature spells and enchantments.

Jerry, playing Garth One-Eye, quickly assembled a game-winning condition.

By his fourth turn, he tapped five mana to play Battle of Wits, a card that declares a win if the player's library contains over 200 cards during upkeep.

With his deck uniquely designed to hold over 200 cards, Jerry secured a swift victory before any significant counteractions could be taken by other players.

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