Deck Strategies
Tomorrow, Azami's Familiar
Control the game by countering targeted creature spells and drawing cards, aiming to lock opponents out with Krakens or win by milling or using Goblin Charbelcher after manipulating lands.
Bonny Pall, Clearcutter
Ramp aggressively with lands while drawing cards to maintain hand advantage, then develop a board presence with creatures and value engines.
Wernog, Rider's Chaplain & Bjorna, Nightfall Alchemist
Generate large numbers of clue tokens through investigation triggered by Wernog's ETB effect and other clues synergies, then convert clues into creatures to overwhelm the board.
Mary Read and Anne Bonny
Leverage discard effects to create treasure tokens and deal incremental damage through pirate synergy and aggressive combat tactics.
Gameplay Insights
- 1
Wernog's enter-the-battlefield ability pushed all opponents to create clue tokens, accelerating clue production and encouraging engagement.
- 2
Players exhibited restraint in attacking, often choosing to hold back to avoid triggering retaliation or unfavorable combat trades.
- 3
The synergy between discard triggers and treasure token generation proved to be a strong economic engine for Mary Read and Anne Bonny's deck.
- 4
Thing in the Ice acted as a potent defensive element that could transform into a powerful threat, influencing opponents’ attack decisions.
- 5
Control elements like counterspells and bounce spells were employed early to shape the board state and protect key pieces.
Notable Cards
Siren Stormtamer
Thing in the Ice // Awoken Horror
Ancestral Vision
Explore
Scavenger Grounds
Talisman of Creativity
Mary Read and Anne Bonny
Wernog, Rider's Chaplain
Bjorna, Nightfall Alchemist
Goblin Charbelcher
Summary
The game started with players setting up their boards and establishing their strategies around their unique commanders. Tomorrow, Azami's Familiar focused on controlling the game through counterspells and card advantage, aiming to lock opponents out and eventually win with either Krakens or Goblin Charbelcher. Bonny Pall, Clearcutter aimed to ramp with lands and draw cards, setting up for a mid-to-late game push. Wernog, Rider's Chaplain and Bjorna, Nightfall Alchemist teamed up to generate clues and convert them into threats, planning to overwhelm opponents with clue creatures. Mary Read and Anne Bonny brought a pirate-themed aggressive deck that generated treasure tokens and sought to apply pressure through sneaky damage and synergy with discard triggers. Early turns saw players establishing their mana bases and playing key setup creatures such as Siren Stormtamer and Thing in the Ice to control the board and mitigate threats. The pirate deck began generating treasure tokens through discard synergies, steadily building an economic advantage. The clue-generating decks encouraged everyone to participate in clue creation due to Wernog's enter-the-battlefield effect, which pushed clue production. The game’s tension increased as players probed each other's boards and started to prepare for their respective win conditions. Interaction and tempo plays, such as bouncing and countering spells, shaped the flow, with players carefully deciding when to attack or hold back to avoid triggering retaliation or board wipes.