Deck & Commander Strategies
Ayula, Queen Among Bears
Generate bear tokens and use Ayula’s ability to manipulate board state by placing -1/-1 counters or forcing fights, focusing on board control and gradual damage.
Zurgo Helmsmasher
Aggressive, fast red deck that applies pressure early with haste creatures and combat buffs to deal quick damage and close out the game.
Millicent, Restless Revenant
Ghost tribal deck that creates flying spirit tokens and uses the ghost thief’s triggered card draw to maintain hand advantage and apply aerial pressure.
Jon Irenicus, Shattered One
Control and politics-oriented deck that temporarily gives opponents control of creatures to trigger beneficial effects, combined with token generation and drawing cards from combat damage.
Gameplay Insights
- 1
Jon Irenicus’s ability to hand control of his creatures to opponents and place +1/+1 counters on them created pressure and card draw opportunities, showcasing a unique political and tactical approach.
- 2
Ayula’s use of token generation and forced fights through -1/-1 counters allowed for effective board control and incremental advantage.
- 3
Millicent’s ghost tribal synergy with flying spirits and card draw from the Ghostly Thief helped maintain resources and aerial threat presence.
- 4
Zurgo’s aggressive early damage and use of equipment like Bladehold War-Whip to grant double strike and haste allowed for swift damage output and applied meaningful pressure early in the game.
- 5
Political considerations influenced combat decisions, such as targeting and blocking choices, particularly regarding commander damage and unblockable abilities, adding layers of interaction beyond pure combat.
Notable Cards
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Ayula, Queen Among Bears
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Millicent, Restless Revenant
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Zurgo Helmsmasher
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Jon Irenicus, Shattered One
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Bladehold War-Whip
Gameplay Summary
The game began with each player establishing their board with early plays, including ramp and utility creatures.
Ayula’s mono-green deck focused on creating and leveraging bear tokens, using Ayula’s ability to place -1/-1 counters or force fights to control the board.
Millicent’s ghost tribal deck generated flying spirits and used card draw triggered by the ghost thief to maintain hand advantage.
Zurgo Helmsmasher played an aggressive red deck with fast creatures and combat tricks, while Jon Irenicus utilized a control and token strategy that involved forcing opponents to temporarily control his creatures and then benefiting from their attacks. A key turning point occurred when Jon Irenicus took control of an opponent’s creature, stacking +1/+1 counters and forcing it into combat, demonstrating a political and tactical edge.
The game saw several combat exchanges where unblockable and flying creatures pressured opponents, and the strategic use of equipment and combat buffs like double strike increased damage output.
Political interactions also played a role, with players negotiating attacks and blocks, particularly involving combat damage and commander damage tracking.
The game progressed with players carefully managing board states, but eventually, the mounting pressure from aggressive attacks and combat synergies led to a decisive advantage for the aggressive decks.