Deck & Commander Strategies
Zur the Enchanter
Uses exile enchantments and Necropotence to control the game and draw cards, with Demonic Consultation tutoring key cards to set up a lock or winning combo.
Keranos, God of Storms
A spellslinger deck aiming to transform Keranos into Thousand-Year Storm with Reweave and Reality Scramble to chain spells for a storm win.
Pir and Toothy
Focuses on drawing cards to grow Toothy, utilizing blink effects to return it to the battlefield repeatedly and draw the deck, often winning through a Laboratory Maniac combo.
Naru Meha, Master Wizard
A mono-blue flicker and card draw deck that leverages blink effects like Illusionist's Stratagem combined with Naru Meha’s abilities to draw through the deck and win via Laboratory Maniac or combo.
Zur the Enchanter
Tutors and deploys powerful enchantments under Zur's control to disrupt opponents and gain card advantage, setting up a control-oriented midrange plan.
Gameplay Insights
- 1
Bill’s use of Ashiok, Dream Render early in the game effectively shut down graveyard strategies and tutoring, significantly impacting card availability.
- 2
The Windfall cast by Bill was a major turning point, forcing all players to discard their hands and draw six new cards, which reset the game state and disrupted many players’ plans.
- 3
Jan’s use of Mystical Dispute and Swan Song to counter key spells like Rhystic Study and Ashiok demonstrated precise timing and knowledge of opponents’ strategies.
- 4
Eliot’s strategic use of blink spells on Ashiok prevented its effect from resolving, showcasing clever interaction between flicker and exile effects.
- 5
Jim’s early Chrome Mox and Lion's Eye Diamond played into a storm count setup, indicating a potential combo finish despite his focus on card draw and value.
Notable Cards
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Imperial Seal
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Mana Crypt
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Ashiok, Dream Render
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Rhystic Study
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Prismatic Vista
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Chrome Mox
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Lion's Eye Diamond
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Windfall
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Mystical Dispute
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Swan Song
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Illusionist's Stratagem
Gameplay Summary
The game began with a high-powered multiplayer Commander setup featuring five competitive decks centered around spellcasting and card advantage.
Early turns focused on ramping mana and setting up key enchantments and artifacts.
Bill, piloting Zur the Enchanter, aimed to slow the game with exile enchantments and set up Necropotence, while Jan on Keranos sought to assemble Thousand-Year Storm through Reweave and Reality Scramble.
Jim’s Pir and Toothy deck focused on drawing cards to enable Toothy’s growth and a Lab Man win, while Eliot’s Naru Meha deck also pursued a Lab Man finish using flicker effects to draw through the deck quickly.
The game featured heavy interaction, including Ashiok, Dream Render disrupting graveyards and card tutoring, Mystical Dispute and Swan Song counterspells, and a pivotal Windfall that reshuffled hands and forced tough discards from all players, resetting the board state and hand sizes.