Deck Strategies
Eriette, the Beguiler
Uses aura enchantments to steal opponent permanents with low mana cost, leveraging life link and control effects to dominate the board.
Laughing Jasper Flint
Exiles cards from opponents' libraries based on the number of outlaws controlled and casts spells from exile using any mana, effectively borrowing opponent resources.
Obeka, Splitter of Seconds
Deals combat damage to trigger additional upkeep steps, generating multiple phases per turn to maximize resource gain and untap lands repeatedly.
Kellen, the Kid
Casts spells from outside the hand to cheat permanents into play or ramp lands, focusing on incremental value and tempo through repeated free casts.
Gameplay Insights
- 1
The use of Layline of the Void early in the game effectively shut down graveyard strategies, forcing players to adjust their plans for resource management and removal.
- 2
Laughing Jasper Flint’s ability to cast spells from exile created complex interactions, allowing him to leverage opponents' decks for advantage, making board control more challenging.
- 3
Obeka’s combat damage triggers for additional upkeep phases introduced a unique temporal advantage that could overwhelm opponents by stacking multiple upkeep triggers in one turn.
- 4
Eriette’s aura theft required careful timing to ensure permanents were stolen and maintained, emphasizing the importance of protecting enchantments to keep control.
- 5
Kellen’s cheat-casting mechanic rewarded casting spells from non-hand zones, encouraging creative deck construction and careful sequencing to maximize free permanents or ramp lands.
Notable Cards
Faithless Looting
Myriad Landscape
Magmatic Channeler
Arid Archway
Summary
The game began with players selecting unique homebrew commanders, each representing a distinct strategy centered around theft, exile, extra upkeep steps, and value generation. Eriette, the Beguiler focused on controlling opponents’ permanents by enchanting them, effectively stealing creatures and other permanents via auras. Laughing Jasper Flint aimed to exploit the outlaw mechanic by casting spells from exile, borrowing cards from opponents’ decks to fuel his plays. Obeka, Splitter of Seconds pressured opponents by dealing combat damage to trigger multiple extra upkeep steps, enabling repeated value and untapping lands for extended resource generation. Kellen, the Kid played a more value-oriented Bant deck that leveraged casting spells from anywhere other than the hand to cheat permanents into play or ramp lands, aiming for a long-term advantage through continuous board development. Early turns saw some tentative plays with land drops and minor ramp, but the presence of Layline of the Void to exile graveyards slowed some graveyard synergies. Laughing Jasper’s ability to exile cards from opponents’ libraries and cast them introduced a dynamic threat as he could utilize the opponents’ resources against them. Obeka’s combat damage triggers posed a looming threat of extended upkeep phases, which could snowball into overwhelming advantage if left unchecked. Meanwhile, Eriette’s aura-based theft and Kellen’s cheat spells attempted to stabilize and gain incremental value. The game’s tension revolved around managing these unique, intertwined strategies, with board control, timing, and resource denial shaping the flow. The gameplay highlighted the intricate balance of theft, exile, and extra phases as players tried to outmaneuver each other for the decisive win.