Deck Strategies
Edgar Markov
This deck aims to swarm the board with vampire tokens using Edgar Markov's eminence ability, and then leverage vampire synergies to overwhelm opponents.
The Ur-Dragon
The Ur-Dragon deck aims to ramp quickly, then cast large, impactful dragon creatures at a reduced cost and manipulate them for game-winning attacks.
Inalla, Archmage Ritualist
This deck seeks to control the game through wizard tribal synergies, utilizing Inalla's ability to create token copies of wizards for added effects and board presence.
Arahbo, Roar of the World
The Arahbo deck combines Voltron and swarm strategies, using Arahbo's eminence ability to boost cats' power and toughness, while trying to build a big board of cat creatures to overwhelm opponents.
Gameplay Insights
- 1
The eminence abilities of the commanders introduced a unique dynamic to the game, with Arahbo and Edgar Markov influencing the board state from the command zone.
- 2
The early game saw a lot of ramping and board development, with cards like Commander's Sphere and Lightning Greaves providing crucial early advantages.
- 3
The use of Curse of Opulence to incentivize attacks against specific players added a layer of political strategy to the game.
- 4
Jimmy's strategy of early aggression with Arahbo's eminence ability proved quite effective, putting pressure on the table from the onset.
Notable Cards
Commander's Sphere
Lightning Greaves
Mirror of the Forebears
Curse of Opulence
Dragonlord's Servant
Summary
In the intense tribal showdown of Game Knights episode 9, four players battle it out with their pre-constructed Commander 2017 decks, piloted by Edgar Markov, The Ur-Dragon, Inalla, Archmage Ritualist, and Arahbo, Roar of the World respectively. The game starts off with a flurry of ramping and setting up board states, with each player aligning their strategies around their respective tribal synergies. Notably, the eminence ability of the commanders, particularly Arahbo and Edgar Markov, create an extra layer of tension and strategy as they can influence the game even from the command zone. Jimmy’s Arahbo deck, with its focus on Voltron tactics and swarm mechanics, puts early pressure on the table, while the others are still setting up their game plans. The players attempt to control the board state and outmaneuver one another while building towards their deck’s win conditions.