Bad Goyfs EP 9: Louie (Wise Mothman) - Russ (Atraxa) - Sam (Disa BadGoyfs) - Rich (Winota Stax) thumbnail Blurred backdrop thumbnail
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Bad Goyfs EP 9: Louie (Wise Mothman) - Russ (Atraxa) - Sam (Disa BadGoyfs) - Rich (Winota Stax)

Bad Goyfs


Commanders featured in this Gameplay Reviewed & Verified

Decklist

Deck & Commander Strategies

  • Disa the Restless

    Disa the Restless

    Go-wide aggressive deck that generates multiple orc tokens and uses efficient creatures like bad Goyfs to apply pressure and overwhelm opponents.

  • Atraxa, Grand Unifier

    Atraxa, Grand Unifier

    Control and ramp-focused deck leveraging taxing effects such as Archon of Emeria to limit opponents’ spells per turn and using artifact acceleration to maintain board presence.

  • Winota, Joiner of Forces

    Winota, Joiner of Forces

    Stax-oriented deck combining aggressive creatures and lockdown elements to disrupt opponents’ plays and capitalize on combat triggers for value.

  • The Wise Mothman

    The Wise Mothman

    Mill-based deck aiming to deplete opponents’ libraries while employing disruption and pressure through strategic milling and control elements.

Gameplay Insights

  • 1

    Archon of Emeria’s one spell per turn restriction significantly slowed the game and forced players to prioritize their plays carefully.

  • 2

    Dothy Voidwalker was a key disruptive creature that players focused on removing early to regain tempo.

  • 3

    The use of Conspiracy and Maswood Nexus enabled Disa to bolster her go-wide token strategy effectively despite the spell restriction.

  • 4

    Players leveraged bounce spells like Chain of Vapor to reset problematic permanents and respond to board threats.

  • 5

    Pyroblast was used tactically to counter critical spells and maintain control over the pace of the game.

  • 6

    Artifact ramp such as Lotus Bloom and Mox Opal provided crucial acceleration, especially under restrictive conditions.

  • 7

    The milling strategy from The Wise Mothman added constant pressure, forcing opponents to balance between defense and offense.

Notable Cards

  • Archon of Emeria

    Archon of Emeria

  • Conspiracy

    Conspiracy

  • Vampiric Tutor

    Vampiric Tutor

  • Chain of Vapor

    Chain of Vapor

  • Lotus Bloom

    Lotus Bloom

  • Mox Opal

    Mox Opal

  • Pyroblast

    Pyroblast

Gameplay Summary

The game featured four distinct decks each pursuing their own strategies, with early plays setting the stage for a multi-faceted conflict.

Atraxa focused on controlling the board with taxing effects like Archon of Emeria and utilized artifact ramp such as Lotus Bloom and Mox Opal to accelerate plays.

Disa the Restless aimed to assemble a go-wide strategy, generating an orc army to overwhelm opponents, while also leveraging bad Goyfs for efficient pressure.

The Wise Mothman employed a mill-centric approach, steadily depleting opponents' decks and disrupting their plans.

Winota Stax contributed with a lockdown strategy, using stax elements and aggressive creatures to pressure the table and control the pace of the game. A pivotal moment came when Archon of Emeria locked players into one spell per turn, severely limiting Disa and others' ability to go off quickly.

This tempo restriction led to multiple players focusing on board control and removal, including bounce effects like Chain of Vapor and targeted artifact destruction.

Despite the disruption, Disa managed to maintain pressure with orc tokens and go-wide tactics, but faced constant threats from counterspells and stax pieces.

The game saw key interactions such as the use of Conspiracy and Maswood Nexus to enable go-wide synergies, alongside well-timed removal of problematic creatures like Dothy Voidwalker to alleviate locking effects.

Ultimately, the interplay of stax effects, milling pressure, and token generation dictated the flow, with players forced to adapt to the restrictive one-spell-per-turn rule and build board presence carefully.

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