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Duel of the Fans | Game Knights 81 | Magic: The Gathering EDH Commander Gameplay

The Command Zone


Commanders featured in this Gameplay Reviewed & Verified

Decklists

Deck & Commander Strategies

  • Syr Gwyn, Hero of Ashvale

    Syr Gwyn, Hero of Ashvale

    Equip knights with powerful equipment that become free to equip through the commander, enabling large combat swings and card draw to outvalue opponents.

  • Admiral Brass, Unsinkable

    Admiral Brass, Unsinkable

    Fill the graveyard with pirates through discard and milling, then bring them back repeatedly with the commander while generating treasure tokens for mana advantage and board presence.

  • Sefris of the Hidden Ways

    Sefris of the Hidden Ways

    Leverage graveyard interaction and dungeon venturing by sacrificing and reanimating creatures to generate card advantage and board momentum.

  • Garth One-Eye

    Garth One-Eye

    Maximize commander value with haste enablers and token synergies, utilizing multiple tap abilities to repeatedly cast spells and control the board.

Gameplay Insights

  • 1

    Using early looters and card draw spells to fuel graveyard and dungeon synergy was crucial for Sefris to maintain card advantage and progression.

  • 2

    Admiral Brass's strategy of creating treasure tokens from pirates entering the graveyard provided both ramp and repeatable value through reanimation.

  • 3

    Syr Gwyn's ability to equip Colossus Hammer for zero cost due to the commander enabled explosive combat turns, forcing opponents to adapt quickly.

  • 4

    Garth One-Eye's deployment of Samut to provide haste and double strike allowed him to apply early pressure and maximize the value of his commander's multiple activations.

  • 5

    Players carefully balanced early life loss from fetch lands and card draw effects to maintain tempo and board presence without falling behind on life total.

Notable Cards

  • Colossus Hammer

    Colossus Hammer

  • Sword of Forge and Frontier

    Sword of Forge and Frontier

  • Path of Ancestry

    Path of Ancestry

Gameplay Summary

The game began with all four players developing their boards and mana bases, setting the stage for their respective strategies.

Syr Gwyn focused on equipping knights with powerful swords, using Colossus Hammer and other equipment to build a threatening board presence.

Admiral Brass aimed to fill the graveyard with pirates to generate treasures and then bring them back from the dead for sustained pressure.

Sefris of the Hidden Ways leveraged reanimation and dungeon venturing to maximize value from creatures entering the graveyard, utilizing looters for card selection and smooth progression through dungeons.

Garth One-Eye prioritized maximizing his commander's value with haste enablers, token synergies, and multiple tap abilities to execute a grindy, value-driven plan with repeated spells and impactful board states. Early turns saw key plays like the deployment of Mary Reed and Anne Bonnie to start generating treasures and pirate synergies, and Syr Gwyn equipping Colossus Hammer to threaten massive damage.

Sefris quickly got on the board to venture into dungeons, improving card draw and filtering options.

Garth One-Eye's Samut, Voice of Descent, added pressure with double strike and vigilance, providing both offense and tempo.

The game featured tense interactions around equipment, graveyard synergies, and combat decisions, with players balancing aggression and card advantage.

The pivotal moments revolved around board development, equipment attachments, and timely activation of commanders' abilities, setting up for a climactic finish driven by a combination of combat damage and value engine activation.

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