Deck & Commander Strategies
Elsha, Threefold Master
Aggressively cast noncreature spells to trigger prowess and create numerous one-one monk tokens, then overwhelm opponents with fast, repeated combat damage.
Aurelia, the Warleader
A Boros aggro deck that builds an army quickly, boosts creatures with anthem effects, and aims to hit players multiple times per turn for consistent damage.
The Capitoline Triad
Utilizes self-mill and historic card exile to gain an emblem that makes all creatures 9/9, focusing on creating tokens to capitalize on the emblem’s power.
Cecily, Haunted Mage & Elmar, Ulvenwald Informant
Centers on proliferate and infect mechanics to rapidly distribute poison counters across opponents, leveraging cheap spells and token synergies to accelerate the process.
Gameplay Insights
- 1
The use of Vanishing Light to exile Elsha temporarily slowed down the aggressive token swarm, highlighting the importance of timely removal in a fast-paced game.
- 2
Cauldron of Souls provided crucial protection and synergy with the Capitoline Triad player’s token generation, enabling them to sustain board presence against removal.
- 3
Proliferate triggers from Flux Channeler and Cankerbloom allowed the infect deck to steadily increase poison counters on multiple opponents, making infect a viable alternate win condition despite board pressure.
- 4
Players balanced aggression with cautious resource development, as seen with Aurelia’s calculated attacks and Elsha’s token deployment, indicating the tight interplay between tempo and board control in multiplayer Commander.
Notable Cards
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Elsha, Threefold Master
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Cauldron of Souls
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Cankerbloom
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Flux Channeler
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Solemn Simulacrum
Gameplay Summary
The game started with all five players developing their boards and ramping mana to enable their respective strategies.
Elsha's deck focused on aggressive prowess-based combat with a growing army of one-one monk tokens.
Aurelia utilized a Boros aggro approach, aiming to strike multiple times and build a larger board presence.
The Capitoline Triad player pursued a self-mill and historic exile plan to eventually gain an emblem that turns all creatures into massive nine-nines, relying heavily on token generation.
Cecily & Elmar's deck leveraged proliferate and infect counters, aiming to spread poison counters and win via infect.
Early turns saw ramp and setup plays such as casting key planeswalkers and artifact ramp, while interaction like Vanishing Light removed Elsha temporarily from the battlefield, reducing the immediate threat from her tokens. Midgame featured board development with token creation, proliferate triggers, and incremental damage.
Elsha's tokens and prowess triggers maintained pressure despite exile effects, while the Capitoline Triad player generated tokens and used Cauldron of Souls to protect creatures and exile problematic permanents.
Infect counters began to accumulate alongside proliferate effects from the Cecily & Elmar deck.
Aurelia and Nihiri planeswalker contributed to steady damage output.
The game was characterized by strategic removal, combat tricks, and the race to stabilize or finish through various win conditions including infect damage, large creature swarms, or emblem-enhanced boards.