Experiment Kraj vs Maraxus vs Emmara vs Chainer EDH / CMDR game play for Magic: The Gathering thumbnail Blurred backdrop thumbnail
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Experiment Kraj vs Maraxus vs Emmara vs Chainer EDH / CMDR game play for Magic: The Gathering

MTG Muddstah


Commanders featured in this Gameplay Reviewed & Verified

Decklists

Deck & Commander Strategies

  • Experiment Kraj

    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

    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

    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

    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

    Magus of the Candelabra

  • Smuggler's Copter

    Smuggler's Copter

  • Liliana of the Dark Realms

    Liliana of the Dark Realms

  • Volcanic Offering

    Volcanic Offering

  • Cabal Coffers

    Cabal Coffers

  • Haunted Cloak

    Haunted Cloak

  • Dowsing Dagger // Lost Vale

    Dowsing Dagger // Lost Vale

  • Cephalid Coliseum

    Cephalid Coliseum

  • Skullclamp

    Skullclamp

  • Gideon, Ally of Zendikar

    Gideon, Ally of Zendikar

  • Grim Haruspex

    Grim Haruspex

Gameplay 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.

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