CAN THE STRANGER THINGS COMMANDERS HANG IN cEDH? MIKE\ELEVEN v WILL\LUCAS v KINNAN v GLARB thumbnail Blurred backdrop thumbnail

CAN THE STRANGER THINGS COMMANDERS HANG IN cEDH? MIKE\ELEVEN v WILL\LUCAS v KINNAN v GLARB

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Things in the Ice 114 EDH Gameplay videos

Commanders featured in this Gameplay Reviewed & Verified

Decklists

Deck & Commander Strategies

  • Glarb, Calamity's Augur

    Glarb, Calamity's Augur

    Utilizes treasure token generation and value creatures to ramp into big spells quickly, aiming to control the board with tempo plays and incremental advantages.

  • Kinnan, Bonder Prodigy

    Kinnan, Bonder Prodigy

    Focuses on mana acceleration through creatures and artifacts, leveraging Necropotence for massive card draw and aiming to execute powerful combos to close out the game.

  • Othelm, Sigardian Outcast

    Mike/Eleven (Othelm, Sigardian Outcast)

    Implements artifact-based ramp and control elements, using imprint mechanics and disruption to maintain board presence and set up win conditions.

  • Glarb, Calamity's Augur

    Will/Lucas (Glarb, Calamity's Augur)

    Generates value from treasure tokens and board presence, applying pressure while using interaction to keep opponents in check.

Gameplay Insights

  • 1

    The multi-activation of Necropotence was a pivotal moment, providing a massive card advantage at the cost of life, demonstrating a balance of risk and reward.

  • 2

    Players showed restraint and cooperation early on by allowing a free Soul Ring play, indicating a temporary alliance or understanding to ramp before conflict intensified.

  • 3

    Sacrificing Fairy Mastermind strategically to generate effects and board state advantage highlighted the importance of maximizing creature utility beyond combat.

  • 4

    Managing life totals carefully was crucial, as players took damage from various sources but avoided fatal blows through timing and interaction.

  • 5

    Use of tutors like Imperial Seal showed players prioritizing assembling critical pieces or combos, reflecting a strong focus on efficiency in cEDH gameplay.

Notable Cards

  • Necropotence

    Necropotence

  • Imperial Seal

    Imperial Seal

  • Ranger-Captain of Eos

    Ranger-Captain of Eos

  • Chromatic Lantern

    Chromatic Lantern

Gameplay Summary

The game began with players establishing their mana bases and ramping quickly using cards like Soul Ring, Lotus Battle, and Deathrush Shaman.

Early board development included imprinting powerful creatures and casting key artifacts to accelerate their game plans.

A major turning point occurred when a player activated Necropotence multiple times in succession, gaining a substantial card advantage though at a steep life cost, demonstrating a high-risk, high-reward strategy.

The game featured several interactive moments involving Smothering Tide and removal spells, which kept the board in flux and prevented any one player from running away with the game immediately. Midgame saw aggressive plays with treasure token generation and strategic combat damage aimed at weakening specific opponents.

A notable interaction involved a Fairy Mastermind being played and later sacrificed, showcasing the tactical use of abilities to gain incremental advantages.

The players also carefully managed their life totals, with one player dropping to as low as five life but staying in the game due to careful blocking and spell timing.

The use of Imperial Seal and other tutors indicated a focus on assembling combos or powerful finishers.

The game was characterized by tense decision-making, with players balancing aggression and defense to survive the escalating board states.

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