Getting Mean With Stephen Green | Magic: The Gathering Commander Gameplay | EP 6 #mtgcommander thumbnail Blurred backdrop thumbnail

Getting Mean With Stephen Green | Magic: The Gathering Commander Gameplay | EP 6 #mtgcommander

The Washed Pro Commander Show profile icon
The Washed Pro Commander Show 7 EDH Gameplay videos

Commanders featured in this Gameplay Reviewed & Verified

Decklists

Deck & Commander Strategies

  • The Mimeoplasm

    The Mimeoplasm

    Utilizes graveyard exile and copying mechanics to create large creatures with +1/+1 counters, leveraging opponents' graveyards for powerful board presence.

  • Rendmaw, Creaking Nest

    Rendmaw, Creaking Nest

    Generates 2/2 bird tokens that must attack every turn, applying continuous pressure while benefiting from synergies with double-type cards to flood the board.

  • Raffine, Scheming Seer

    Raffine, Scheming Seer

    An Esper reanimator deck focused on surveilling and discarding to fuel graveyard recursion, aiming to bring back powerful creatures and control the game.

  • Mr. Negative

    Swaps life totals with opponents to draw cards equal to life lost, gaining massive card advantage and using lifelink and vigilance to sustain and control.

Gameplay Insights

  • 1

    Players strategically placed cards in graveyards to fuel The Mimeoplasm's ability, creating tension around resource placement.

  • 2

    Rendmaw’s bird tokens forced constant attacks, shaping combat decisions and table politics.

  • 3

    Mr. Negative's life total exchange mechanic provided a potential game-changing surge in card advantage.

  • 4

    Synergies between graveyard manipulation and token generation created dynamic board states requiring careful timing and threat assessment.

Notable Cards

  • The Mimeoplasm

    The Mimeoplasm

  • Rendmaw, Creaking Nest

    Rendmaw, Creaking Nest

  • Raffine, Scheming Seer

    Raffine, Scheming Seer

  • Doom Whisperer

    Doom Whisperer

Gameplay Summary

The game began with players introducing their commanders and deck strategies, setting the stage for a dynamic multiplayer Commander game.

Stephen Green piloted The Mimeoplasm, a commander that copies and gains counters based on exiled graveyard cards, creating potential for powerful reanimation plays.

Brad Nelson played Rendmaw, Creaking Nest, which generates 2/2 bird tokens that must attack each turn, providing both board presence and political pressure.

Corey Baumeister ran Raffine, Scheming Seer, an Esper reanimator deck aimed at leveraging graveyard resources, while Brian Braun-Duin took on Mr. Negative, a life-exchange lifelink commander that draws cards equal to life lost, enabling a high-risk high-reward card advantage strategy. Early turns involved setting up graveyards and boards, with players discarding and surveilling to fuel The Mimeoplasm and Raffine’s synergies.

A key turning point was the interaction between the bird tokens from Rendmaw and the graveyard manipulation from Raffine and Mimeoplasm, which created tension as players balanced aggression and resource management.

Mr. Negative's life-swapping mechanic promised a big swing in card advantage and life totals, setting up for a potential comeback or devastating blow.

The game appeared poised around leveraging graveyard recursion and token aggression, with the win condition likely revolving around overwhelming the table with resilient creatures or comboing off with reanimation effects.

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