Deck Strategies
Rhys the Redeemed
Elf tribal token generation and synergy to overwhelm opponents with large numbers of creatures, using elves to generate mana and draw cards to fuel a growing board state.
Phage the Untouchable
A combo-oriented deck aiming for a one-hit knockout by assembling the right artifacts and mana sources like Magus of the Coffers, then using Phage's ability to kill opponents in a single strike.
Lord Windgrace
Landfall and ramp-focused deck that leverages land drops and land-based synergies to generate value, ramp mana, and control the board with spells like Savage Twister.
Marath, Will of the Wild
A lifegain and damage-focused deck that uses Marath's ability to distribute +1/+1 counters and deal damage, enhanced with equipment and spells like Pyrohemia for board control.
Gameplay Insights
- 1
Marath casting Pyrohemia early was a strong board control play, wiping out many creatures but leaving Marath indestructible, shifting the game's tempo.
- 2
Windgrace's timely Savage Twister wiped the board again, destroying all creatures except Marath and significantly resetting the board state to his advantage.
- 3
Phage's reliance on mana rocks and key artifacts like Magus of the Coffers and Lightning Greaves made her vulnerable to targeted removal and board wipes.
- 4
Rhys and Windgrace capitalized on token generation and landfall synergies to build a resilient board presence, enabling multiple avenues for recovery and pressure.
- 5
Windgrace used card draw spells like Shamanic Revelation and creatures like Voice of Many to maintain card advantage and set up powerful plays.
- 6
The interplay of equipment and enchantments like Darksteel Plate and Sunforger on Marath increased his survivability and threat level, forcing opponents to respond carefully.
Notable Cards
Pyrohemia
Savage Twister
Magus of the Coffers
Lightning Greaves
Sunforger
Voice of Many
Shamanic Revelation
Collective Voyage
Life from the Loam
Elvish Mystic
Summary
The game began with each player developing their board and setting up their mana bases, with Rhys the Redeemed focusing on elf tribal token generation, Lord Windgrace ramping through landfall synergies, Marath, Will of the Wild playing a lifegain and damage control strategy, and Phage the Untouchable preparing for a one-hit knockout combo. Early turns saw token creation from Rhys and ramping from Windgrace, while Marath equipped with Darksteel Plate and Sunforger, and Phage assembling mana rocks and key combo pieces like Magus of the Coffers and Lightning Greaves. A major turning point occurred when Marath cast Pyrohemia, wiping out many creatures, but Windgrace responded with Savage Twister, wiping the board except for Marath himself. This forced Phage to sacrifice key artifacts and reset her combo. Windgrace continued to build board presence and card advantage through creatures like Voice of Many and Shamanic Revelation, while Rhys generated a strong elf token army. Phage struggled to find lands and combo pieces consistently, while Marath leveraged equipment and removal to maintain board control. The game featured key interactions around board wipes, ramping into powerful creatures, and attempts at combo kills, with Windgrace and Rhys focusing on value and board presence, Marath on damage and resilience, and Phage on combo disruption and one-shot kills.