Deck Strategies
Ob Nixilis, Unshackled
Punish opponents for searching their libraries by forcing creature sacrifices and life loss, while growing stronger with each creature death to dominate the board.
Rilsa Rael, Kingpin
Utilize the initiative mechanic and dungeon crawling to gain incremental benefits, increase combat effectiveness through deathtouch and other buffs, and pressure opponents with aggressive attacks.
Sram, Senior Edificer
Build a Voltron deck centered around equipping enchantments and artifacts to Sram, growing him large enough to win through commander damage.
Gisa and Geralf
Generate zombie tokens and exploit graveyard synergies to overwhelm opponents with a swarm strategy.
Gameplay Insights
- 1
The initiative and dungeon crawling mechanic provided a unique way for Rilsa Rael to gain sustained incremental advantages, making aggressive combat more rewarding.
- 2
Ob Nixilis' punitive effect on opponents searching their library shaped both deckbuilding and in-game decisions, forcing players to weigh their card searches carefully.
- 3
Sram's Voltron build emphasized the importance of equipment and enchantment synergy to quickly escalate commander damage threats.
- 4
Zombie token production from Gisa and Geralf created consistent board presence that required opponents to manage multiple threats simultaneously.
- 5
The group dynamic of the game involved players watching each other's mana development and deck strategies closely, influencing timing of plays and attacks.
Notable Cards
Champion of the Parish
Ice Tunnel
Swiftfoot Boots
Academy Ruins
Summary
The game featured four players commanding diverse decks with distinct strategies: Gisa and Geralf, Sram, Senior Edificer, Rilsa Rael, Kingpin, and Ob Nixilis, Unshackled. Early gameplay focused on ramping and setting up board presence, with players utilizing their commanders' unique abilities to gain advantages. David's mono-black Ob Nixilis deck applied pressure by punishing opponents' library searches and growing stronger as creatures died. Andres piloted Rilsa Rael, leveraging the initiative mechanic and dungeon-crawling for incremental benefits and aggressive combat bonuses. Jennifer's Sram deck aimed to build up equipment and enchantments for a Voltron-style commander damage win, while Sarah's Gisa and Geralf deck capitalized on zombie token generation and graveyard synergy to overwhelm opponents. Key turning points included the deployment of Rilsa Rael and activation of the initiative and dungeon mechanics, which allowed Andres to gain incremental advantages while pressuring others. Ob Nixilis' ability to force sacrifices and gain counters also shaped combat dynamics. Sram's equipment enhancements created a looming threat of commander damage, forcing opponents to respond. Zombie tokens from Gisa and Geralf provided board presence and potential for swarming. The game revolved around managing these threats and leveraging each deck’s core synergies until one player could capitalize on their board state for victory.