Deck & Commander Strategies

Toph, the First Metalbender
Serve as the Archenemy by leveraging powerful scheme cards to disrupt and pressure the opposing team, using ward and +1/+1 counters to grow the commander and maintain board control.

Alela, Artful Provocateur
Generate an army of flying tokens and use enchantments and artifacts to control the board while applying steady pressure through evasive creatures.

Inspirit, Flagship Vessel
Utilize artifact synergies and defensive capabilities to sustain the team, while supporting other players with utility and incremental advantages.

Hermes, Overseer of Elpis
Provide versatile support and synergy among creatures, focusing on maximizing board presence and enabling unblockable attacks when possible.
Gameplay Insights
- 1
Using scheme cards as the Archenemy to create ongoing challenges for the opposing team was a pivotal mechanic that shaped the game flow.
- 2
The secret tunnel mechanic allowed for strategic unblockable attacks that pressured the team to respond quickly.
- 3
Sharing a life total among three players required careful coordination and timing of plays to balance defense and offense against a single powerful opponent.
- 4
Maintaining ward on the Archenemy's commander and growing it with +1/+1 counters created a resilient threat that demanded removal or disruption from the team.
Notable Cards
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Toph, the First Metalbender
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Alela, Artful Provocateur
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Inspirit, Flagship Vessel
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Hermes, Overseer of Elpis
Gameplay Summary
The game began with a surprise Archenemy format, where one player took on the role of the Archenemy against the other three players who shared a life total of 60.
The Archenemy player, piloting Toph, the First Metalbender, had access to powerful scheme cards that triggered each turn, providing ongoing effects that influenced the game state.
The three opponents, playing Alela, Artful Provocateur, Inspirit, Flagship Vessel, and Hermes, Overseer of Elpis, teamed up to try to dismantle the Archenemy's advantage.
Early on, the Archenemy flipped an ongoing scheme that granted ward and +1/+1 counters to their commander whenever it attacked, pressuring the team to find answers quickly. Throughout the game, the Archenemy leveraged creature synergies and evasive threats, including a secret tunnel ability that allowed certain creatures to become unblockable if they shared a creature type.
The opposing team coordinated their plays, drawing together and attempting to mitigate the growing threat.
Key moments included the Archenemy deploying powerful scheme cards and the team strategizing to break through the growing defense and offense.
The dynamic of three players sharing resources and turns against a single, potent deck created tense and strategic gameplay with a clear focus on managing the Archenemy's board presence and schemes.


























![Commander VS S17E3: Korvold VS Alela VS Chulane VS Syr Gwyn [Brawl] thumbnail](https://i.ytimg.com/vi/Pa8JzkN1leY/sddefault.jpg)














