Deck & Commander Strategies

Zur the Enchanter
Utilizes cheap enchantments to control the board state, draw cards, and manipulate mana through incremental advantage, aiming to leverage enchantment synergies.

Mathas, Fiend Seeker
Focuses on applying bounty counters to opponent creatures to punish their deaths, while maintaining pressure with a 3/3 menace commander and disrupting opponent resources.

Geist of Saint Traft
Seeks to make creatures unblockable or equip Geist itself to deal heavy damage through evasive, aggressive attacks, capitalizing on tempo and combat damage.

Duke Ulder Ravengard
Deploys large creatures and exploits Myriad tokens to overwhelm opponents with a growing board of multiple attacking copies, leveraging token synergies.
Gameplay Insights
- 1
The use of Painful Inheritance to ramp basic lands at the cost of life was a critical resource acceleration method that shaped early turns.
- 2
Applying bounty counters with Mathas created a strategic risk for opponents when their creatures died, influencing combat and removal decisions.
- 3
Casting Cloudshift on Radiant Solar to remove bounty counters before the creature died prevented opponents from gaining life and cards, illustrating the importance of timing flicker effects.
- 4
Blind Obedience significantly hampered opponents by limiting the number of spells they could cast and taxing life, slowing down explosive plays.
- 5
The synergy between Myriad tokens and large creatures allowed Duke Ulder Ravengard’s player to generate multiple attackers, forcing opponents to carefully manage blockers and removal.
Notable Cards
-

Chromatic Lantern
-

Radiant Solar
-

Blind Obedience
-

Cloudshift
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Loot Dispute
-

Wicked Visitor
Gameplay Summary
The game began with all players leveraging the unique MOX Lantern and Painful Inheritance rules, which allowed for efficient mana fixing and land ramp at the cost of life.
Early plays focused on ramping mana and setting up board presence, with core enchantments and creatures entering the battlefield to build momentum.
One player, using Duke Ulder Ravengard, aimed to flood the board with large creatures benefitting from the Myriad token generation ability, while another player with Geist of Saint Traft sought to equip unblockable threats for aggressive damage.
Meanwhile, the Mathas, Fiend Seeker player applied pressure by placing bounty counters on opponents’ creatures, creating a risk-reward dynamic that could swing life gain and card draw to the opponents when those creatures died. As the midgame progressed, key enchantments such as Blind Obedience started to disrupt opponents' actions by taxing their life and limiting spell casts.
The interaction between bounty counters and protective flicker effects, like Cloudshift on Radiant Solar, demonstrated strategic timing to avoid negative repercussions and maintain board control.
Land ramp and dungeon ventures further accelerated resource availability, allowing players to cast higher-impact spells and maintain initiative.
The game featured a dynamic balance of aggressive attacks, board control through enchantments, and resource management, with each player navigating around each other's strategies to position for a winning attack or combo.





















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