Deck & Commander Strategies

Marina Vendrell
Utilizes the Duskmourn rooms and Eerie enchantments to control the board by unlocking powerful room effects and applying stun counters to disable opponents' creatures, creating a haunted house theme with strong control elements.

Aminatou, Veil Piercer
Focuses on enchantment and Miracle synergies, especially curses, to debilitate opponents. Uses cost reduction and tapping effects to control the battlefield and generate value from enchantment triggers.

Rip, Spawn Hunter
Plays a human tribal deck centered on survival abilities, aiming for a resilient board presence and card advantage through interactions with the graveyard and other human synergies.

The Swarmweaver
Leverages spiders and insects with delirium to enhance creatures with +1/+1 counters and death touch. Generates tokens and uses graveyard manipulation to maintain pressure and outvalue opponents.
Gameplay Insights
- 1
Using stun counters that cannot be removed effectively locks down key creatures, forcing opponents to find creative ways to untap or remove threats.
- 2
Aminatou's enchantment cost reduction and the synergy with Fear of Sleep Paralysis enables repeated tapping and control over opponents' creatures.
- 3
The Swarmweaver's use of House Cartographer with survival helps maintain card flow while triggering beneficial effects for the insect tokens.
- 4
Marina’s ability to unlock rooms and trigger powerful board effects creates ongoing pressure and disruption, embodying the haunted house theme.
- 5
The interaction between curses and token generation from Cursing Webs helps maintain board presence and punishes creature deaths.
Notable Cards
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Fear of Sleep Paralysis
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House Cartographer
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Cloud Key
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Marina Vendrell
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Aminatou, Veil Piercer
Gameplay Summary
The game features an Archenemy Commander format with Marina Vendrell as the Archenemy facing off against three opponents piloting Aminatou, Veil Piercer; Rip, Spawn Hunter; and The Swarmweaver.
Marina leverages the new 'rooms' and 'Eerie' mechanics from the Duskmourn set, focusing on unlocking rooms to gain powerful effects and creating a haunted house atmosphere.
The Archenemy’s strategy revolves around board control through stun counters and leveraging the unique room enchantments to disrupt opponents' actions. On the opposing side, Aminatou builds around enchantment synergy and Miracle mechanics with curses to weaken the Archenemy and hinder their board.
Rip focuses on playing humans with survival abilities, aiming to outlast and control the board through creature resilience and tactical play.
The Swarmweaver capitalizes on spiders and insects, utilizing delirium to boost creatures with +1/+1 counters and death touch, generating tokens and pressure.
Key moments include Aminatou using enchantment cost reduction and fear of sleep paralysis to tap down threats, and the Swarmweaver deploying House Cartographer for card advantage and to trigger survival.
The game features back-and-forth control plays, including stun counters preventing untapping, token generation, and manipulation of graveyards for delirium, setting up a dynamic board state without a clear immediate winner by the point covered.























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