Deck Strategies
Bosh, Iron Golem
Focuses on artifact synergies and ramping into large artifact creatures and threats, using Metalworker to accelerate and Cloud Key to reduce artifact costs, aiming to overwhelm opponents with big, hard-to-remove threats.
Yarok, the Desecrated
Utilizes enter-the-battlefield triggers doubled by Yarok to generate value and control the board, playing removal, draw, and utility creatures to maintain a strong board state and grind out advantage.
Zurgo Helmmasher
Aggressive red deck that leverages equipment to enhance Zurgo’s damage output and token generation to apply constant pressure, aiming to quickly chip away at opponents and close out games through combat damage.
Extus, Oriq Overlord
Uses a combination of removal spells, recursion, and token generation to stabilize the board and grind out value, leveraging Extus’s abilities to create pressure and maintain card advantage.
Gameplay Insights
- 1
Trevor’s use of equipment like Sword of Fire and Ice on his tokens maximized damage output and card advantage, enabling efficient board control and lethal strikes.
- 2
Frank’s deployment of Yarok doubled value from enter-the-battlefield effects, but was ultimately disrupted by targeted removal and combat pressure.
- 3
Harry’s timely Austere Command helped clear the board from opposing threats, buying time to rebuild with recursion and token generators.
- 4
Matt’s artifact-based ramp and threat recursion kept him threatening throughout, forcing opponents to expend resources on removal rather than development.
- 5
Trevor’s overload of Wind of Abandon post-combat showcased an effective way to clear blockers and push lethal damage in the same turn.
- 6
Multiple board wipes and strategic removal played a pivotal role in the shifting momentum, demonstrating the importance of timing and response in Commander games.
Notable Cards
Sword of Fire and Ice
Metalworker
Cloud Key
Metalwork Colossus
Ravenous Chupacabra
Baleful Strix
Solemn Simulacrum
Austere Command
Languish
Blood Artist
Myr Battlesphere
Hero's Downfall
Heliod's Intervention
Summary
The game opened with the players developing their mana bases and establishing board presence through ramp and early creatures. Trevor on Zurgo Helmmasher utilized equipment and token synergies, notably with Batter Skull and Sword of Fire and Ice, to apply steady pressure. Matt’s Bosh, Iron Golem deck focused on artifact synergies, generating value through Metalworker and Cloud Key, and ramping into large threats like Metalwork Colossus. Frank’s Yarok, the Desecrated deck leveraged enter-the-battlefield triggers, including cards like Ravenous Chupacabra and Baleful Strix, to control the board and gain incremental advantage. Harry’s Extus, Oriq Overlord deck utilized a suite of removal and recursion spells, including Austere Command and Solemn Simulacrum, as well as token generation to stabilize and chip away at opponents’ resources. Key turning points included several board wipes and interaction-heavy turns. Frank’s Languish wiped much of the board, disrupting Trevor’s and Harry’s setups. In response, Harry’s recursion and token generation helped maintain his presence. Trevor’s timely use of equipment and combat tricks allowed him to eliminate Frank mid-game, shifting the balance of power. Matt’s use of Myr Battlesphere and artifact recursion kept his threat density high, presenting a constant offensive. The game’s tempo swung back and forth, with multiple players leveraging removal and recursion to stay in contention. Ultimately, Trevor’s aggressive Zurgo equipped with powerful swords and token support managed to close out the game by taking out Frank and exerting lethal damage with well-timed combat phases.