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Precon League is BACK! | Round 1 Group 2

Skill Check

Commanders featured in this video Reviewed & Verified

Deck Strategies

  • Go-Shintai of Life's Origin

    Go-Shintai of Life's Origin

    Utilizes shrine enchantments to generate tokens and recurs enchantments from the graveyard, aiming to build a resilient board presence and overwhelm opponents through enchantment synergies.

  • Ixhel, Scion of Atraxa

    Ixhel, Scion of Atraxa

    Focuses on accumulating poison counters on opponents and stealing cards when they have three or more poison counters, applying pressure through incremental poison damage and card advantage.

  • The Wise Mothman

    The Wise Mothman

    Employs rad counters and proliferate effects to grow creatures quickly, aiming to create large threats and maintain board control through +1/+1 counters and synergy with mutation mechanics.

  • Stella Lee, Wild Card

    Stella Lee, Wild Card

    A spell-slinging deck that gains value by casting multiple spells in a turn, exiling cards to replay them, and copying spells for additional effects, focusing on flexibility and incremental advantage.

Gameplay Insights

  • 1

    Early deployment of Arcane Signet and shrine enchantments accelerated mana ramp and board development for Go-Shintai's deck.

  • 2

    The incremental application of poison counters by Ixhel pressured opponents and set up card advantage through stealing.

  • 3

    Proliferation of rad counters by The Wise Mothman enabled rapid growth of creatures and enhanced board presence.

  • 4

    Stella Lee's spell-slinging strategy thrived on casting multiple spells per turn to exile and replay powerful spells, generating incremental advantage.

  • 5

    Players carefully managed life totals and poison counters, knowing the threat of poison could end the game if left unchecked.

  • 6

    Use of Morbid Opportunities provided card draw whenever creatures died, synergizing well with board wipes or trades.

  • 7

    Ghostly Prison was employed as a defensive measure to slow aggressive attacks, influencing combat decisions.

  • 8

    Players utilized scry and card draw spells like Ponder and Nights Whisper to smooth out draws and find key pieces.

Notable Cards

  • Arcane Signet

    Arcane Signet

  • Bloodthirsty Adversary

    Bloodthirsty Adversary

  • Go-Shintai of Life's Origin

    Go-Shintai of Life's Origin

  • Ixhel, Scion of Atraxa

    Ixhel, Scion of Atraxa

  • The Wise Mothman

    The Wise Mothman

  • Stella Lee, Wild Card

    Stella Lee, Wild Card

  • Scavenging Ooze

    Scavenging Ooze

  • Ghostly Prison

    Ghostly Prison

Summary

The game began with each player quickly establishing their board presence and ramping mana, setting the stage for an intense showdown between four distinct preconstructed decks. Ryan, piloting Go-Shintai of Life's Origin, leveraged early shrine synergies and enchantment recursion to build a resilient board state. Meanwhile, Chase, with Ixhel, Scion of Atraxa, applied pressure through poison counters and card advantage, aiming to dismantle opponents by accumulating multiple poison counters and stealing cards. Zack, playing The Wise Mothman, focused on proliferating rad counters and enhancing his board with +1/+1 counters to create formidable threats. Matt, commanding Stella Lee, Wild Card, pursued a spell-slinging strategy, capitalizing on casting multiple spells per turn to exile and replay powerful spells, generating value through spell copying and recursion. Key turning points included Ryan's early deployment of Arcane Signet and shrine synergies, which gave him solid tempo and board presence. Chase's poison counter strategy steadily pressured opponents, forcing them to respond to the incremental threat. Zack's efficient use of rad counters and proliferate effects allowed him to grow creatures quickly, culminating in a major threat on board that shifted the momentum. Matt's ability to cast multiple spells in a turn and utilize exile recursion provided him with flexible answers and incremental card advantage. The game showcased a dynamic interplay of aggressive poison application, steady board development, and strategic spellcasting. The win condition revolved around either overwhelming opponents with poison counters, leveraging shrine-generated tokens and enchantment recursion, or outvaluing opponents with spell recursion and board state growth. The game ended with players adapting to each other's strategies, highlighting the unique strengths of each preconstructed deck.

Description

The long-awaited group 2.

Will Matt learn the stack? Does Ryan win in 20 ways?? Chase piloting Phyrexians and OH GOD is that Zack with THE Mothman!?

If you’re unfamiliar with the series we asked YOU which decks the 8 of us should play and the results dictated which decks each of our competitors will play for this PRECON LEAGUE.

Chase, Matt, Ryan, and Zack throw down in Group 2 of Round 1.

1st place will receive 3 points and the ability to change up to 6 cards (including one game changer) 2nd place will receive 2 points and the ability to change up to 8 cards 3rd place will receive 1 point and the ability to change up to 10 cards 4th place will receive 0 points and the ability to change up to 12 cards

In the event of a tie, Competitors will receive 1 point and substitute at the lowest position. (The first two players out would receive 1 point and replace 12, players who tie for 2nd would receive 1 point and replace 10)

Ready to rumble? LET THE GAMES BEGIN!

Commanders:

Chase Ixhel, Scion of Atraxa

Matt Stella Lee, Wild Card

Ryan Go-Shintai of Life’s Origin

Zack The Wise Mothman

Miss round 1, group 1? Find it here! youtu.be/AChaBNet6Pw?si=7HAORj0XP9nOk7aN