Deck & Commander Strategies

Sisay, Weatherlight Captain
A five-color legendary tribal deck focused on cheating legendary creatures and enchantments, ramping through various Shrines and Gates, and aiming to win via Maze’s End by controlling ten Gates.

Samut, Voice of Dissent
An unpredictable red-green-white deck that leverages enchantments like Timesifter to manipulate the game flow, cheat permanents directly from the library or graveyard into play, and execute unexpected combos.

Rodolf Duskbringer
Angel and Vampire tribal focused on synergy between creatures, aggressive board development, and reanimation of fallen creatures to maintain pressure and board control.

Yuriko, the Tiger's Shadow
A ninja tribal deck that uses combat damage and the commander’s triggered ability to reveal and deal damage based on the mana costs of the top cards of opponents’ libraries, emphasizing fast attacks and evasive creatures.
Gameplay Insights
- 1
Deploying Timesifter early disrupted normal game flow and forced all players to adapt their strategies, highlighting the importance of flexibility in multiplayer Commander.
- 2
Sisay’s use of multiple Shrines and Gates provided significant ramp and synergy, enabling aggressive cheating of powerful legendary creatures.
- 3
Yuriko’s aggressive and evasive attacks combined with the commander’s reveal triggers effectively pressured opponents and dealt incremental damage.
- 4
Rodolf’s reanimation engine allowed efficient reuse of creatures, making board wipes less effective against him and sustaining his presence.
- 5
The opening choice of ramp and mana fixing cards like Prismatic Omen and Command Tower was crucial to enable the five-color Sisay deck to function smoothly.
Notable Cards
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Timesifter
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Prismatic Omen
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Maze's End
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Yuriko, the Tiger's Shadow
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Sisay, Weatherlight Captain
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Samut, Voice of Dissent
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Rodolf Duskbringer
Gameplay Summary
The game began with each player developing their board and ramping mana, setting the stage for their respective strategies focused on cheating permanents into play from the graveyard or library.
Early aggression came from the Yuriko player, who attacked with Ninjas and used their commander’s ability to reveal cards and deal damage.
Meanwhile, the Sisay player ramped aggressively with various Shrines and Gates, aiming to leverage synergy and ultimately win with Maze’s End by controlling ten Gates.
The Rodolf player focused on building a resilient Angel and Vampire tribal army, utilizing reanimation to maintain board presence.
Samut’s deck took a more unpredictable approach, searching for key enchantments like Timesifter to disrupt opponents and cheat cards into play from the library or graveyard. Key turning points included the deployment of Timesifter by the Samut player, which complicated the game’s progression by introducing temporal disruptions and forcing players to adapt their plans.
The Sisay player’s steady ramp and ability to cheat legendary creatures into play created a formidable board presence, while the Yuriko player kept applying pressure through combat damage and ninja tricks.
Rodolf’s reanimation engine allowed for recurring threats that challenged the board state.
The game revolved around managing these escalating threats and navigating the chaos generated by Timesifter, with all players vying to establish their win conditions while mitigating opponents’ advances.


























![Commander VS S7E4: Hapatra vs Samut vs Temmet vs Neheb [MTG] thumbnail](https://i.ytimg.com/vi/oZSx_7WMoTE/sddefault.jpg)





