Deck Strategies
Saruman, the White Hand
A control deck that uses Saruman's ability to disrupt opponents and gain incremental advantage.
Aragorn, the Uniter
A mid-range deck that aims to out-value opponents through Aragorn's ability to unite creatures.
Sméagol, Helpful Guide
A combo mill deck that seeks to use Sméagol's ability to mill opponents out, often through the use of loops or infinite combos.
Éowyn, Shieldmaiden
An aggressive deck that uses Eowyn's ability to create a large army of human knight tokens and overrun opponents.
Gameplay Insights
- 1
Jon's early game aggression towards Sam could have been a strategic move to keep him on the back foot, but it didn't significantly impact the outcome of the game.
- 2
Tom's combo with Sméagol, Doomeday Rangers, Nozball and Bloodghast was the game changer, leading to an unexpected mill victory.
- 3
Despite the presence of strong commanders like Aragorn and Saruman, they were unable to establish a strong board presence or dictate the flow of the game.
Notable Cards
Staff of the Storyteller
Aragorn, the Uniter
Saruman, the White Hand
Sméagol, Helpful Guide
Bloodghast
Summary
The game started with the usual land drops and mana ramp with Jon leading the start. The early game saw a few attacks, with Jon consistently targeting Sam for minor damage. However, the key turning point was when Tom cast his commander, Sméagol, Helpful Guide, which began to mill Extra's deck. Tom then found a loop with Doomeday Rangers, Nozball and Bloodghast, which allowed him to repeatedly trigger Sméagol's ability, milling each player's deck out, thereby securing the win.