Commander Clash: Party Brawl | S9 E12 | MTG | EDH | Magic the Gathering thumbnail Commander Clash: Party Brawl | S9 E12 | MTG | EDH | Magic the Gathering thumbnail
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Commander Clash: Party Brawl | S9 E12 | MTG | EDH | Magic the Gathering

MTGGoldfish Commander

Commanders featured in this video Reviewed & Verified

Deck Strategies

  • Orah, Skyclave Hierophant

    Orah, Skyclave Hierophant

    An aristocrat-style Cleric deck that sacrifices Clerics for value and recurs them using Orah's ability, generating card draw and repeated enter-the-battlefield effects to maintain board presence and card advantage.

  • Anowon, the Ruin Thief

    Anowon, the Ruin Thief

    A Rogue tribal deck focused on stealing cards from opponents' graveyards, utilizing ninjutsu for evasive attacks, and disrupting enemy plans while applying pressure with aggressive Rogue creatures.

  • Kaza, Roil Chaser

    Kaza, Roil Chaser

    A Wizard spellslinger deck that leverages the strength of Wizard creatures alongside spell casting synergies to draw cards, control the board, and out-tempo opponents through continuous spell play.

  • Akiri, Fearless Voyager

    Akiri, Fearless Voyager

    A Warrior tribal deck heavily focused on equipping Warriors with multiple equipment to generate card draw and combat advantages, using aggressive attacks and equipment synergies to dominate the battlefield.

Gameplay Insights

  • 1

    The Cleric deck's engine relied heavily on sacrificing Clerics to trigger Orah's ability, enabling recursion and multiple enter-the-battlefield triggers that generated incremental card advantage.

  • 2

    The Rogue deck's inclusion of ninjutsu provided evasive combat opportunities that pressured opponents while taking advantage of graveyard interactions to disrupt and steal resources.

  • 3

    The Warrior deck's synergy between equipment and Akiri's card draw ability allowed for sustained aggression and resilience against removal by detaching and re-equipping to maximize value.

  • 4

    Mana ramp artifacts such as Talisman accelerated the Warrior deck’s early game, enabling faster deployment of key equipment and creatures.

  • 5

    Avoiding infinite combos in deckbuilding ensured that the gameplay focused on tribal synergies and board interactions rather than quick combo wins, fostering a more dynamic multiplayer experience.

Notable Cards

  • Orah, Skyclave Hierophant

    Orah, Skyclave Hierophant

  • Anowon, the Ruin Thief

    Anowon, the Ruin Thief

  • Kaza, Roil Chaser

    Kaza, Roil Chaser

  • Akiri, Fearless Voyager

    Akiri, Fearless Voyager

  • Helm of the Host

    Helm of the Host

Summary

The game featured four distinct tribal decks built around the Zendikar Rising party mechanic, each led by a different commander: a Cleric deck focused on sacrifice and recursion, a Rogue deck leveraging graveyard theft and ninjutsu synergies, a Wizard spellslinger deck emphasizing powerful wizard creatures and spell casting, and a Warrior deck centered on equipment synergy and aggressive tribal combat. Early game developments showed a focus on ramp and establishing board presence, with the Warrior deck ramping quickly using mana artifacts and setting up equipment interactions. The Cleric deck utilized continuous sacrifice and recursion to generate value and card advantage, while the Rogue deck aimed to disrupt opponents by stealing cards from graveyards and applying pressure with evasive creatures. The Wizard deck sought to capitalize on spell casting triggers and card draw to maintain tempo and control the board. As the game progressed, players navigated interactions between tribal synergies and party mechanics, with pivotal moments including strategic sacrifices by the Cleric player to maximize value, and aggressive equipment attachments from the Warrior player to push damage. The win condition revolved around leveraging tribal synergies to outpace opponents in value generation and combat dominance, with the interplay of sacrifice, recursion, and spell casting shaping the evolving board state.

Description

Zendikar Rising has introduced the party mechanic, which includes the tribes Cleric, Rogue, Warriors, and Wizards teaming up for an adventure. But while teamwork is a noble goal, anyone who has been on an adventure knows you’re bound to have party conflict! So who would win in a party brawl? Let’s find out:

  • Crim sneaks behind enemy lines to yoink stuff out of graveyards with a Rogue Tribal deck led by Anowon, the Ruin Thief
  • Richard puts on his robe and Wizard hat to play a Wizard Spellslinger deck led by Kaza, Roil Chaser
  • Seth sacrifices his Clerics for value, over and over again, with the help of Orah, Skyclave Hierophant
  • Tomer is playing a WARRIOR deck full of WARRIORS and doing WARRIOR things with Akiri, Fearless Voyager

Which party member will end up victorious in a party brawl? Find out now on Commander Clash! But first, a quick reminder: if you like Commander Clash and other video content here on MTGGoldfish, make sure to subscribe to the MTGGoldfish Youtube Channel to keep up with the latest and greatest.

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Article (including deck lists): www.mtggoldfish.com/articles/commander-clash-s9-e12-party-brawl-akiri-vs-anowon-vs-kaza-vs-orah