Deck Strategies
Millicent, Restless Revenant
A spirits tribal deck with an enchantress subtheme that aims to win through commander damage boosted by auras or by overwhelming opponents with spirit tokens and enchantment synergies.
Vadrik, Astral Archmage
A storm combo deck focused on toggling day and night to increase Vadrik's power, reducing the cost of instants and sorceries, enabling infinite mana and card draw combos to finish the game with a large X burn spell.
Volo, Guide to Monsters
A simic midrange zoo deck that leverages big creatures and combos, such as Timber Sabertooth combined with sacrifice outlets, to generate infinite ETB triggers and win through overwhelming board presence or combo finishers.
Adrix and Nev, Twincasters
A simic token-focused deck that aims to create numerous creature tokens and copy spells or creatures to build a large board state, then use synergy and combos to close out the game.
Gameplay Insights
- 1
Vadrik's ability to toggle day and night phases to increase his power and reduce spell costs was a critical enabler for his storm combo, allowing him to cast spells for free and generate infinite resources.
- 2
Millicent's enchantress triggers provided consistent card draw and recursive enchantment synergy, steadily increasing her board presence and potential to deal commander damage.
- 3
Volo's use of Timber Sabertooth and sacrifice outlets demonstrated a powerful infinite ETB combo that allowed for explosive board developments and flexible win conditions.
- 4
Adrix and Nev's token generation and copying effects created significant board pressure that demanded attention from all players, influencing combat decisions and resource allocation.
- 5
Efficient ramp and card draw spells like Soul Ring, Fauna Shaman, and Guardian Project were pivotal in accelerating each player's game plan and maintaining card advantage.
- 6
The interaction between enchantment-based strategies and storm combo decks highlighted the importance of timing and protecting key pieces to prevent disruption and ensure successful combo execution.
Notable Cards
Cabal Coffers
Strixhaven Stadium
Panharmonicon
Fauna Shaman
Guardian Project
Arcane Signet
Staggering Insight
Summary
The game began with each player developing their board state and mana base, with early ramp and card draw spells setting the pace. Millicent's deck focused on spirits and enchantments, aiming to eventually win through commander damage boosted by auras or through enchantment synergies. Vadrik's deck pursued a storm-based strategy, aiming to reduce spell costs and generate infinite mana and draws to finish with a large burn spell. Volo's deck played a midrange simic zoo style, developing big creatures and seeking to leverage combos such as Timber Sabertooth plus a sacrifice outlet for infinite ETB triggers. Adrix and Nev's deck tried to flood the board with tokens and take advantage of copying spells and creatures to overwhelm opponents. As the game progressed, players exchanged threats and utilized their ramp and card advantage engines. Key moments included Millicent assembling enchantress triggers and aura synergies while Vadrik built toward his infinite mana storm combo. Ultimately, the game revolved around managing board presence, protecting combos, and timing attacks, with the infinite mana and draw combos from Vadrik and Volo playing critical roles in win attempts. The interaction of enchantment and spirit tribal strategies against aggressive token generation and storm combos created a dynamic, multi-faceted game that highlighted the strengths of each commander.