Deck Strategies
Experiment Kraj
Focuses on proliferating +1/+1 counters and utilizing artifact synergies to ramp mana and tutor key creatures and lands, aiming to grow a dominant board state that can overwhelm opponents.
Maraxus of Keld
Aggressive equipment-based tribal strategy that buffs his creatures and commander to deal massive damage quickly, leveraging artifacts and combat tricks to maintain pressure.
Chainer, Dementia Master
Utilizes reanimation and powerful removal spells, alongside Cabal Coffers mana ramp, to control the board while generating card advantage and recurring threats.
Emmara, Soul of the Accord
Generates token armies through her ability and anthem effects to apply steady pressure and stabilize the board through incremental value and wide board presence.
Gameplay Insights
- 1
Using Magus of the Candelabra early on to ramp mana and untap lands was key for Experiment Kraj to accelerate his game plan.
- 2
Maraxus’s use of equipment such as Blackblade Reforged and Haunted Cloak significantly increased his commander’s threat level and durability.
- 3
Chainer’s activation of Cabal Coffers combined with swamp-heavy mana base enabled casting of high-impact spells like Massacre Worm and Meteor Golem, swinging board control in his favor.
- 4
The timely Volcanic Offering by Maraxus disrupted Experiment Kraj’s artifact and land setup, representing a pivotal tempo shift.
- 5
Emmara’s steady soldier token production and anthem effects allowed her to maintain a resilient board presence despite board wipes and removal spells.
- 6
Repeated use of combat tricks and blocking assignments shaped the flow of damage, showing the importance of tactical combat management in multiplayer EDH games.
Notable Cards
Magus of the Candelabra
Smuggler's Copter
Liliana of the Dark Realms
Volcanic Offering
Cabal Coffers
Haunted Cloak
Dowsing Dagger // Lost Vale
Cephalid Coliseum
Skullclamp
Gideon, Ally of Zendikar
Grim Haruspex
Summary
Mid-game saw several pivotal moments: Experiment Kraj's synergistic +1/+1 counter growth and mana ramp allowed repeated creature and land tutoring, while Maraxus maintained pressure with aggressive attacks and equipment buffs. Chainer capitalized on Cabal Coffers and mass removal spells like Massacre Worm to clear opponents’ boards, gaining life and card advantage. Emmara continuously produced soldier tokens and used her anthem effects to stabilize the board. A key turning point was when Maraxus used Volcanic Offering to clear Experiment Kraj’s key permanents, slowing his momentum. The game featured dynamic interactions of combat damage, board wipes, and strategic blocking, with each player maneuvering to position themselves for a late-game win condition based on either commander damage or overwhelming board presence.