RE-MATCH! Edgar Markov, Niko, Wort, Aang and Katara | Commander Gameplay thumbnail Blurred backdrop thumbnail

RE-MATCH! Edgar Markov, Niko, Wort, Aang and Katara | Commander Gameplay

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Commanders featured in this Gameplay Reviewed & Verified

Deck & Commander Strategies

  • Edgar Markov

    Edgar Markov

    Builds a vampire army through token generation and benefits from life drain and first strike synergies to wear down opponents while drawing cards.

  • Niko, Light of Hope

    Niko, Light of Hope

    Utilizes card draw, treasure token generation, and efficient mana ramp to maintain resource advantage and pressure opponents through value plays.

  • Wort, the Raidmother

    Wort, the Raidmother

    Generates goblin tokens and leverages spell casting triggers to create an overwhelming swarm of creatures and maintain board control.

  • Aang and Katara

    Aang and Katara

    Focuses on ally tribal synergies to create multiple triggers, gain life, draw cards, and generate a large board of powerful creatures, aiming for overwhelming combat damage.

Gameplay Insights

  • 1

    The use of Malakir Bloodwitch by Edgar Markov dealt incremental life loss to opponents and gained life, synergizing with vampire token generation for card draw and board presence.

  • 2

    Aang and Katara maximized their ally triggers by doubling triggered abilities, significantly increasing life gain and card draw during their turns.

  • 3

    A large swing occurred when Aang and Katara activated Waterbending to pump all creatures to 6/6, followed by a massive attack that forced opponents into unfavorable blocks.

  • 4

    A well-timed board wipe disrupted the board state, wiping out many tokens and creatures which reset the tempo and forced players to rebuild their boards carefully.

  • 5

    Niko's use of treasure token generation and casting of spells like Big Score and Jessica's Will provided strong card advantage and mana acceleration that sustained pressure throughout the game.

  • 6

    Wort leveraged the casting of red and green spells to inspire goblin tokens, maintaining a steady flow of creatures to contest the board.

Notable Cards

  • Malakir Bloodwitch

    Malakir Bloodwitch

  • Noble Hierarch

    Noble Hierarch

  • Patchwork Banner

    Patchwork Banner

  • Beastcaller Savant

    Beastcaller Savant

  • Idol of Oblivion

    Idol of Oblivion

  • Otawara, Soaring City

    Otawara, Soaring City

  • Arcane Signet

    Arcane Signet

  • Big Score

    Big Score

  • South Pole Voyager

    South Pole Voyager

Gameplay Summary

The game started with players establishing their mana bases and early board presence, including ramp and token generation.

Edgar Markov focused on building a vampire army and leveraging life drain and token synergies early, while Niko, Light of Hope set up with efficient mana acceleration and card draw.

Wort, the Raidmother generated goblin tokens and inspired triggers through casting red and green spells.

Aang and Katara centered their strategy on ally tribal synergies and powerful life gain with multiple triggers, quickly amassing a wide board of large allies. A key turning point occurred when Aang and Katara played their commander, triggering multiple ally tokens and drawing cards, followed by a combat phase where they attacked with a large number of 6/6 creatures, generating overwhelming pressure.

Although Edgar Markov tried to apply vampire tribal pressure and card draw, a well-timed board wipe severely impacted the board state by wiping out many creatures, including key tokens.

Despite this, the players continued to develop their boards, with Edgar Markov maintaining vampire synergies and Niko focusing on treasure token generation and card advantage.

Ultimately, the game revolved around managing board presence, leveraging tribal synergies, and timing of removal spells to control the battlefield.

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