Deck Strategies
Isshin, Two Heavens as One
Utilizes curse enchantments to manipulate opponents into attacking each other, triggering Isshin's ability twice per attack phase for damage and control, aiming to win through attrition and political pressure.
Arabella, Abandoned Doll
Focuses on creating numerous small creature tokens to swarm the board, dealing incremental damage and protecting Arabella while leveraging passive and active damage effects.
Bright-Palm, Soul Awakener
A value-oriented preconstructed deck that gains incremental advantage through card draw and counters, gradually strengthening creatures and board presence to outlast opponents.
Captain Howler, Sea Scourge
Draws and discards cards aggressively to fuel a large, powerful creature that can close out the game quickly, using synergy between card advantage and a big threat.
Gameplay Insights
- 1
Isshin’s ability to trigger twice with multiple curses on opponents created a political dynamic that encouraged attacks among players, effectively turning opponents against each other.
- 2
Captain Howler’s strategy of drawing and discarding cards to build a large shark was central to applying pressure and threatening a quick finish.
- 3
The early deployment of mana ramp and card draw tools like Skullclamp and Ominous Seas accelerated the players’ ability to execute their game plans.
- 4
The group maintained a lighthearted atmosphere, even joking about conceding early, which reflects a casual and fun Commander environment rather than a cutthroat one.
Notable Cards
Skullclamp
Esper Sentinel
Ominous Seas
Summary
The game began with all four players setting up their boards cautiously, with early plays including mana ramp and card draw enhancements. Captain Howler focused on a strategy centered around drawing and discarding cards to create a large threat, while Isshin, Two Heavens as One deployed a unique approach by using curses to provoke opponents into attacking each other, triggering Isshin's ability twice per attack phase. Arabella, Abandoned Doll aimed to generate numerous small creatures for incremental damage and board presence, while Bright-Palm, Soul Awakener played a slower precon build that relied on card advantage and value creatures. Key moments included Corey (Captain Howler) establishing card draw engines and discarding synergy to build a formidable shark creature, while Zoe's (Isshin) pillow fort style forced conflict amongst others by leveraging curses and Isshin's attack triggers. Sarah (Arabella) steadily developed a token army to apply pressure, and Sandwich (Bright-Palm) utilized incremental counters from drawing multiple cards to strengthen creatures over time. The game featured some playful banter and a lighthearted concession attempt that was humorously declined, emphasizing the group's fun dynamic. The gameplay revolved around balancing board development with clever use of commander abilities and finding windows to attack or disrupt the opponents’ plans. The win condition leaned towards either overwhelming with a large creature (Captain Howler), or attrition through curse triggers and token swarms (Isshin and Arabella).