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Roll for Initiative | Sunday Commander 12 | Magic EDH Gameplay | Fallout Dungeons & Dragons Eldraine

Wizards Off The Clock


Commanders featured in this Gameplay Reviewed & Verified

Deck & Commander Strategies

  • Vrondiss, Rage of Ancients

    Vrondiss, Rage of Ancients

    Generate Dragon Spirit tokens that self-sacrifice when dealt damage, using dice rolls to trigger damage and create additional tokens, overwhelming opponents with a growing army.

  • Tegwyll, Duke of Splendor

    Tegwyll, Duke of Splendor

    Build a fairy token army enhanced by commander buffs and shroud to protect them, drawing cards and gaining incremental advantage when fairies die, focusing on attrition and resilience.

  • Mr. House, President and CEO

    Mr. House, President and CEO

    Utilize dice rolls to generate artifact creature tokens and treasure tokens, leveraging incremental advantage from dice triggers and artifact synergies to control the board and apply pressure.

Gameplay Insights

  • 1

    Mike's repeated dice rolls on Vrondiss triggered extensive Dragon Spirit token creation, allowing him to build board presence quickly despite the self-damage mechanic.

  • 2

    Kara protected her fairy tokens with shroud and boosted them with anthem effects, enabling a resilient and card-drawing army that pressured opponents steadily.

  • 3

    Ian leveraged Steel Overseer and artifact token synergies to incrementally grow his board, while using dice rolls to generate treasure tokens that fuel Mr. House’s activated abilities.

  • 4

    Combat decisions balanced aggression with preservation, as players targeted opponents with the most immediate threats but avoided overextending against tough blockers and shrouded creatures.

  • 5

    The chaotic dice roll element influenced both token production and combat phases, requiring players to adapt their strategies dynamically to fluctuating board states and unpredictability.

Notable Cards

  • Vrondiss, Rage of Ancients

    Vrondiss, Rage of Ancients

  • Tegwyll, Duke of Splendor

    Tegwyll, Duke of Splendor

  • Mr. House, President and CEO

    Mr. House, President and CEO

  • Steel Overseer

    Steel Overseer

  • Marionette Apprentice

    Marionette Apprentice

  • Chaos Dragon

    Chaos Dragon

  • Cultivate

    Cultivate

Gameplay Summary

The game began with each player establishing their mana base and early board presence, with a focus on dice rolling mechanics and token generation.

Mike, playing Vrondiss, Rage of Ancients, aimed to generate Dragon Spirit tokens that synergize with dice rolls causing self-damage to trigger more token creation.

Kara, on Tegwyll, Duke of Splendor, developed a defensive fairy token army that grows stronger and draws cards when fairies die, enhanced by shroud and anthem effects.

Ian piloted a dice roll-centric Mr. House, President and CEO deck, generating artifact tokens and treasure tokens through dice roll triggers, aiming for incremental advantage and board presence.

Early skirmishes involved careful attacks leveraging flying and death touch, with players testing defenses and trading small amounts of damage to set up future turns. Midgame highlights included Mike's frequent dice rolls triggering multiple token creations and incremental damage across the board, while Kara established a formidable fairy board that synergized with her commander’s buffs and protective shroud effects.

Ian’s Mr. House generated a steady stream of robots and treasure tokens, adding pressure while relying on dice rolls to activate abilities.

The chaotic nature of the dice rolls influenced combat and token production, creating dynamic board states and forcing players to adapt.

The win condition revolved around leveraging token swarms, dice roll triggers, and incremental damage or attrition, with players jockeying for board control and setting up advantageous rolls for lethal swings or defensive stands.

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