Deck Strategies
Azami, Lady of Scrolls
Focuses on wizard tribal synergies to draw large amounts of cards by tapping wizards, aiming to draw through the entire deck to win or assemble powerful combos without degeneracy.
Tivit, Seller of Secrets
Utilizes voting mechanics to influence player decisions, generate political pressure, and gain incremental advantages, controlling the flow of the game through interaction and manipulation.
Nine-Fingers Keene
Builds around gate tribal synergies combined with dungeon exploration and initiative counters, aiming to control the board and win by assembling ten or more gates with different names.
Elminster
Employs control elements such as land destruction and counterspells while leveraging creatures and combos like second Sunrise to stabilize and close out the game.
Gameplay Insights
- 1
The use of voting with Tivit's ability created tense political decisions, where players had to weigh giving opponents extra turns versus allowing card draws, significantly impacting tempo.
- 2
Azami's ability to draw through her entire deck with wizard tapping and Laboratory Maniac was a key turning point that threatened to overwhelm the table with card advantage.
- 3
Nine-Fingers Keene's focus on gate synergy and dungeon completion applied steady pressure, forcing opponents to interact with his board state to prevent his win condition.
- 4
Counterspells and interaction were heavily prioritized, reflecting the meta of high-powered EDH where control and disruption dictate pacing and strategic options.
- 5
The players' careful management of resources, such as mana and artifacts like Treasures, showcased the importance of timing and sequencing in executing complex turn plays.
Notable Cards
Laboratory Maniac
Plea for Power
Mind Over Matter
Time Sieve
Second Sunrise
Talisman of Dominance
Mystifying Maze
Demonic Tutor
Oblation
Ravenloft Adventurer
Bloom Tender
Summary
The game featured a competitive four-player Commander match with Azami, Lady of Scrolls; Tivit, Seller of Secrets; Nine-Fingers Keene; and Elminster as commanders. Early turns focused on ramping mana and setting up board presence, with players casting key artifacts like Talisman of Dominance and Dual Lotus, and deploying synergistic creatures to build momentum. The voting mechanic from Tivit led to intriguing political and tactical choices, as players debated whether to grant extra turns or card draws, reflecting the interactive nature of the game. Azami leveraged her wizard tribal synergy to draw heavily from her deck, aiming to outcard advantage opponents. Nine-Fingers Keene focused on gate tribal synergies combined with dungeon completions and initiative counters, slowly building incremental advantages and applying pressure through attack triggers. Elminster adopted a control approach with land destruction and efficient spells, aiming to stabilize and win through a combination of board control and a second Sunrise combo. Tivit's gameplay was built around political manipulation and voting, influencing game flow and resource advantage. A pivotal moment occurred when Azami managed to draw through her entire deck using laboratory maniac and card draw engines, showcasing the deck's core strategy of overwhelming card advantage. Meanwhile, Nine-Fingers threatened to win by assembling ten or more gates, pushing toward a win condition that focused on gate synergy. The game was marked by high interactivity, numerous counterspells, and careful resource management, emphasizing the mental battle and political dynamics among players. Ultimately, the gameplay highlighted the balance between combo potential, control, and political maneuvering in a high-power multiplayer EDH setting.