Mardu summer?! cEDH TV joins us for some cEDH! Tymna/Dargo vs Rog/Thras vs Sisay vs Krark/Tymna thumbnail Blurred backdrop thumbnail
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Mardu summer?! cEDH TV joins us for some cEDH! Tymna/Dargo vs Rog/Thras vs Sisay vs Krark/Tymna

Strictly Competitive EDH


Commanders featured in this Gameplay Reviewed & Verified

Decklists

Deck & Commander Strategies

  • Dargo, the Shipwrecker Tymna the Weaver

    Dargo, the Shipwrecker / Tymna the Weaver

    This Turbo Mardu deck aims to deploy early advantage engines like Esper Sentinel and Deli to gain card advantage and then assemble a combo finish using Underworld Breach, Altar of Dementia, and Dargo to mill opponents out, often leveraging wheel effects or Deadpool to force draws and complete the mill win.

  • Rograkh, Son of Rohgahh Thrasios, Triton Hero

    Rograkh, Son of Rohgahh / Thrasios, Triton Hero

    A Simic-value heavy deck focused on ramping with cards like Gaia's Cradle and Earthcraft to generate infinite mana. The deck aims to combo off with Underworld Breach and Brain Freeze to mill opponents or win through combat damage with large finishes.

  • Sisay, Weatherlight Captain

    Sisay, Weatherlight Captain

    A unique Sisay build that goes wide with creatures to outvalue opponents, leveraging infinite mana combos with Derevi and Gaia's Cradle, and then using Captain Sisay's ability to cheat legendary permanents onto the battlefield for a combo or overwhelming board presence.

  • Tymna the Weaver Krark, the Thumbless

    Krark, the Thumbless / Tymna the Weaver

    A midrange Mardu deck that pivots between commanders based on the opening hand. It uses spell-copying synergies with cards like Tavern Scandrel and Harmonic Prodigy to generate value and aims for an Underworld Breach combo finish involving Grinding Station and LED to mill opponents out and then kill with Orcish Bowmasters.

Gameplay Insights

  • 1

    The Dargo/Tymna player capitalized on being in first seat to go off early, assembling a mill combo that leveraged Underworld Breach and Altar of Dementia to quickly mill opponents and end the game before others could interact effectively.

  • 2

    Use of Silence in response to combo pieces demonstrated the importance of timely interaction to disrupt opponents' lines and maintain control of the game state in cEDH.

  • 3

    The Rograkh/Thrasios deck’s use of ramp and value engines like Expedition Map and Training Grounds set up a potential infinite mana combo, highlighting the deck’s dual win conditions through milling or combat damage.

  • 4

    Combat decisions, such as the choice to attack or not when faced with Voice of Victory, reflected the careful risk management typical in cEDH multiplayer games where board state and potential counters heavily influence aggression.

  • 5

    The Krark/Tymna deck’s flexibility to pivot between commanders depending on the opening hand and its synergy with spell copying and Underworld Breach combos showed the value of adaptability and layered combo interactions in competitive play.

Notable Cards

  • Esper Sentinel

    Esper Sentinel

  • Dargo, the Shipwrecker

    Dargo, the Shipwrecker

  • Underworld Breach

    Underworld Breach

  • Altar of Dementia

    Altar of Dementia

  • Expedition Map

    Expedition Map

  • Earthcraft

    Earthcraft

  • Brain Freeze

    Brain Freeze

  • Captain Sisay

    Captain Sisay

  • Derevi, Empyrial Tactician

    Derevi, Empyrial Tactician

  • Training Grounds

    Training Grounds

  • Grinding Station

    Grinding Station

  • Orcish Bowmasters

    Orcish Bowmasters

  • Voice of Victory

    Voice of Victory

  • Silence

    Silence

Gameplay Summary

The game featured four high-powered cEDH decks led by commanders Dargo/Tymna, Rograkh/Thrasios, Sisay, and Krark/Tymna.

Early game development saw aggressive ramp and setup plays, including fetch lands, mana rocks, and tutors.

Pontis piloting the Turbo Mardu Dargo/Tymna deck quickly established board presence and assembled a combo line involving Underworld Breach, Altar of Dementia, and Dargo to mill opponents and close out the game with a wheel effect and Deadpool to force draws and mill out opponents.

This swift and efficient combo showcased the deck's ability to leverage early advantage engines like Esper Sentinel and powerful recursion to win decisively before others could stabilize. In the subsequent game, the players focused on ramp and interaction with cards like Training Grounds, Silence, and Crater's Grasp shaping the board state.

Rograkh/Thrasios deployed value engines such as Expedition Map and Training Grounds, aiming to generate infinite mana and use Underworld Breach-based combos.

Sisay aimed to go wide with creatures and generate infinite mana with Derevi and Gaia Cradle for combo finishes.

Krark/Tymna employed spell-copying synergies and aimed for an Underworld Breach combo finish utilizing Grinding Station and LED.

The game included pivotal moments such as strategic silences to disrupt combos and combat decisions influenced by Voice of Victory, showcasing the tight interplay of interaction and combo execution typical of cEDH games.

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