Deck Strategies
Magar of the Magic Strings
This deck aims to reanimate instants and sorceries by turning them into creatures that can deal combat damage, then create copies of the instants or sorceries which can be cast for free.
Tivit, Seller of Secrets
The deck's game plan revolves around playing a multitude of Will counsels and manipulate the politics of the game to its advantage.
Bruse Tarl, Roving Rancher
This deck plans to generate a massive number of ox tokens.
Shadrix Silverquill
The deck is built around making deals with other players and leveraging Shadrix Silverquill's ability to manipulate game dynamics.
Gameplay Insights
- 1
The presence of Esper Sentinel early in the game heavily influenced the players' strategies and decision-making, creating a unique dynamic centered around avoiding or triggering its ability.
- 2
The use of Scheming Symmetry by Seth to tutor a card for both him and Richard, in exchange for Richard not countering his spells for two turns, was a clever play that exemplified the political nature of this game.
- 3
The deck strategies were very distinct and required different approaches to control the board, with players often having to adjust their plans based on the commanders and key cards played by others.
Notable Cards
Esper Sentinel
Scheming Symmetry
Expedition Map
Keen Duelist
Summary
The game showcased a heavy focus on politics with each player trying to navigate around the Esper Sentinel in play, which added a layer of strategy and interaction. The players kept negotiating for rewards if they didn't trigger the Esper Sentinel's ability, leading to some interesting deals being made. Throughout the game, players also tried to manipulate each other to play into the Esper Sentinel, with varying degrees of success. Seth's Shadrix Silverquill and Crim's Tivit, Seller of Secrets played significant roles in these negotiations. The game also featured some unique card interactions such as the use of Scheming Symmetry by Seth to enable a beneficial tutor for both him and Richard, with a promise of not countering Richard's spells for two turns. However, the game's outcome and the final winner are not clear from the available information.