Deck Strategies
Ezio Auditore da Firenze
Aggressively deploy assassin creatures that are difficult to block, using Ezio's ability to grow his board and close out opponents once their life totals drop below 10.
Eleven & Mike
Utilize a five-color human tribal deck that adapts with a variety of tricks and card draw engines to maintain flexibility and control the game while building a strong human board presence.
Rendmaw, Creaking Nest
Rapidly generate a swarm of 2/2 flying bird tokens by casting spells with dual types, overwhelming opponents with air superiority and incremental value from token production.
The Scarab God
Create a resilient zombie army by reanimating creatures from graveyards and buffing them with zombie lords, while draining opponents' life each upkeep to steadily wear them down.
Gameplay Insights
- 1
Eddie’s early ramp into Rendmaw was pivotal, forcing opponents to address the growing bird token army or risk being overwhelmed.
- 2
Tarren’s use of Lord of Pain punished opponents for casting spells and prevented life gain, synergizing well with his aggressive assassin tribal strategy.
- 3
The political decision to share Wishclaw Talisman helped Beef maintain card advantage, influencing player relations and resource access.
- 4
Multiple players leveraged card draw and ramp engines early to set up their midgame threats, emphasizing the importance of resource development in multiplayer Commander.
- 5
The interaction between token swarms and unblockable assault created continual pressure, requiring players to balance defensive plays with offensive opportunities.
Notable Cards
Rendmaw, Creaking Nest
Ezio Auditore da Firenze
Wishclaw Talisman
Kindred Discovery
Farewell
Summary
The game started with players setting up their mana bases and early board presence, with Eddie quickly ramping into Rendmaw, generating multiple 2/2 flying bird tokens. Tarren pushed aggressive pressure early with his assassin tribal deck, leveraging Ezio Auditore's unblockable attacks and counters gained from hitting opponents. Beef developed his five-color human tribal deck, focusing on card draw and utility while preparing to cast impactful spells. Akira, piloting The Scarab God, aimed to establish a zombie army through reanimation and token generation, gradually increasing board presence and life drain effects. A critical turning point came when Rendmaw entered the battlefield, forcing all players to deal with an expanding swarm of flying attackers that exerted considerable pressure. Tarren's Lord of Pain added another layer of threat, punishing opponents' spellcasting with direct damage and preventing life gain. The dynamic between aggressive tribal creatures and token swarms kept the board state fluid and dangerous, with players forced to balance offense and defense. The game showcased the synergy between tribal themes, token production, and incremental value from recurring creatures, with each deck executing its plan by leveraging their commander’s unique abilities and key cards to push toward victory.