Deck Strategies
Gisa and Geralf
Mill cards to fill the graveyard and repeatedly cast Zombie creatures from the graveyard, building a resilient army with synergy from zombie lords and token generators.
Emmara, Soul of the Accord
Generate 1/1 white Soldier tokens with lifelink whenever Emmara attacks, steadily increasing board presence and life total through small incremental gains.
Isperia, Supreme Judge
Draw cards whenever creatures or planeswalkers attack, enabling strong card advantage to maintain control and out-value opponents over time.
Kardur, Doomscourge
Force opponents’ creatures to attack other players, disrupting their plans while gaining incremental life and draining opponents when attacking creatures die.
Gameplay Insights
- 1
Kardur's ability compelling opponents to attack each other created shifting alliances and forced players to navigate combat decisions carefully, impacting the game's politics.
- 2
Gisa and Geralf's strategy of granting hexproof and menace to zombie tokens made blocking and removal difficult, increasing pressure on opponents.
- 3
Emmara’s token generation through attacking created a steady stream of threats that synergized well with lifelink to maintain life totals.
- 4
Isperia’s card draw triggered on attacks enabled consistent access to answers and threats, giving a card advantage edge.
- 5
The use of artifact ramp like Rakdos Signet and mana acceleration such as Soul Ring helped players cast impactful spells earlier, accelerating their strategies.
- 6
Early removal with Nullmage Shepherd helped disrupt opponents’ enchantments and artifacts, influencing board state control.
Notable Cards
Thermo-Alchemist
Gleaming Overseer
Rakdos Signet
Indulgent Tormentor
Nullmage Shepherd
Summary
The game started with all four players deploying their commanders and establishing early board presence. Gisa and Geralf focused on milling cards and creating zombie tokens synergizing with their graveyard recursion. Emmara, Soul of the Accord generated a steady stream of 1/1 Soldier tokens through combat, emphasizing incremental advantage and life gain. Isperia, Supreme Judge provided card draw whenever creatures or planeswalkers attacked, enabling steady card advantage and political maneuvering. Kardur, Doomscourge enforced aggressive combat phases by forcing opponent creatures to attack other players, creating a dynamic where alliances and threats shifted frequently. Early turns featured creature development, mana ramp, and minor skirmishes, with players leveraging their decks' synergies. Key moments included Gisa and Geralf's zombie token generation gaining hexproof and menace, making them hard to block or remove, and Emmara building a resilient army of lifelink soldiers. Kardur's ability to compel attacks and punish attacking creatures caused tension and forced strategic decisions around blocking and attacking. Isperia's card draw kept them well stocked with answers and threats. The game showed a delicate balance of combat enforcement, token generation, and card advantage as each player sought to leverage their deck's strengths towards victory.