Deck Strategies
Mr. House, President and CEO
Focuses on dice rolling to generate artifact creature tokens and treasures, leveraging randomness to create board presence and ramp. Uses dice rolls to create value and control the board, aiming to outpace opponents with probabilistic advantage.
Eriette of the Charmed Apple
Utilizes auras to enchant creatures, preventing them from attacking but draining opponents' life each end step. The deck builds incremental life loss and gain through enchantments and board control.
Evelyn, the Covetous
Builds around vampire tribal synergies, using creatures like Blood Artist to drain life from opponents when creatures die. The deck ramps into mid-range vampires and uses incremental life drain and combat damage to chip away opponents.
Omnath, Locus of Rage
Ramp-heavy deck focused on landfall triggers and generating value from playing lands, including recurring lands from graveyard with Crucible of Worlds. Uses elemental tokens generated from landfall to control the board and deal damage.
Gameplay Insights
- 1
Equipping Strength Testing Hammer on Mr. House added a layer of card advantage and power scaling during attacks, emphasizing the importance of timing equipment use.
- 2
Crucible of Worlds enabled repeated land drops from the graveyard, synergizing well with land search spells and ramp, ensuring consistent mana growth.
- 3
Eriette of the Charmed Appleโs life drain triggered each end step based on auras, offering a steady chip damage strategy that pressured opponents over time.
- 4
Dice rolling mechanics introduced unpredictability but also potential high-value outcomes, influencing combat decisions and risk-taking.
- 5
Players balanced ramping and board development carefully, with many turns dedicated to setting up mana bases rather than aggressive combat, highlighting a midgame-focused strategy.
Notable Cards
Mr. House, President and CEO
Blood Artist
Crucible of Worlds
Eriette of the Charmed Apple
Sword of Hours
Tangled Florahedron // Tangled Vale
Rampant Growth
Omnath, Locus of Rage
Summary
The game opened with players establishing their board states through ramp spells and mana fixing, setting up for their respective commanders. Early plays included land drops, artifact equipment deployment, and incremental life and card advantage through creatures like Blood Artist and ramp spells such as Rampant Growth and Terramorphic Expanse. Players focused on building mana bases and positioning with cards like Crucible of Worlds and infinite land synergies, preparing for bigger plays. A key turning point occurred when Mr. House, President and CEO entered the battlefield, bringing a dice-rolling mechanic that generated artifact creature tokens and treasures, adding a chaotic and probabilistic element to the game. Another pivotal moment was the equipping of Strength Testing Hammer to Mr. House, enabling potential card draws and increasing power during attacks. Meanwhile, Eriette of the Charmed Apple generated incremental life drain through auras, steadily damaging opponents each end step. The interaction of equipment and dice rolls created tension around each combat phase, with strategic positioning of creatures and equipment influencing the flow of damage and card advantage. Ramp and land recursion spells ensured sustained resource availability, setting the stage for mid-to-late game explosive plays.