Deck & Commander Strategies
Tymna the Weaver and Kraum, Ludevic's Opus
Combines wheel effects and card draw to fuel combos and assemble powerful synergies, aiming to leverage opponents’ discarded resources and generate advantage through incremental card advantage and token generation.
Yidris, Maelstrom Wielder
Storm and cascade focused deck that uses cascade triggers off Yidris to chain spells cheaply and generate a lethal storm count, utilizing suspend cards and tutors to find critical combo pieces.
Tasigur, the Golden Fang
Control-oriented graveyard deck that uses Tasigur’s ability to recur threats and disruption, supported by graveyard hate and card advantage engines like Ashiok, Dream Render and Dredge synergies.
Xantcha, Sleeper Agent
Control-combo deck that slows opponents with disruption and sets up mana engines to activate Xantcha’s damage-dealing ability, aiming to finish the game by dealing commander damage to all players.
Gameplay Insights
- 1
The Gilded Drake exchanges of commanders created significant tempo swings by disrupting key decks' plans and seizing control of powerful commanders.
- 2
Chains of Mephistopheles and Sylvan Library interaction severely limited card draw and made resource management critical, forcing players to carefully consider every draw and discard.
- 3
The overloaded Cyclonic Rift attempt represented a major board wipe effort thwarted by a timely Negate, demonstrating the importance of counterspell timing in cEDH.
- 4
Fire Covenant’s multi-creature destruction dramatically shifted board state and exposed vulnerabilities in aggressive board presence, resetting tempo.
- 5
Tasigur’s graveyard recursion and discard synergy provided robust resilience against disruption, but required precise timing to maximize value.
- 6
The use of Praetor's Grasp to steal key spells like Cyclonic Rift showed the power of disruption to impede opponents’ best plays.
- 7
Players' coordination and temporary alliances influenced outcomes, especially seen when Mike attempted to ally with Garrett to counter Fire Covenant but was betrayed, highlighting the political complexity of multiplayer cEDH.
Notable Cards
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Yidris, Maelstrom Wielder
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Gilded Drake
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Ashiok, Dream Render
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Chains of Mephistopheles
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Fire Covenant
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Cyclonic Rift
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Bloodchief Ascension
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Narset, Parter of Veils
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Sylvan Library
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Praetor's Grasp
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Waste Not
Gameplay Summary
The game opened with all four players deploying their respective strategies, with early mana acceleration and setup plays.
Yidris led a storm-centric approach, rapidly developing mana and tutors to cascade into powerful spells.
Tymna/Kraum combined wheel effects with combo pieces, although early mulligans slowed initial setup.
Tasigur focused on graveyard control and disruption, leveraging Ashiok, Dream Render and graveyard hate to limit opponents' options.
Xantcha aimed to control the board and build mana engines to finish the game with her commander’s ability. Early turns saw significant interaction, including control elements like Gilded Drake swapping commanders, Ashiok exiling graveyards, and Chains of Mephistopheles restricting card draw.
A notable turning point was the casting and subsequent countering of an overloaded Cyclonic Rift by Tasigur’s pilot, followed by regrowth and cascade chains to regain board presence.
Fire Covenant wiped multiple creatures, shifting board control and breaking fragile alliances.
Despite attempts to establish combos, disruption and interaction kept the game tense, with players jockeying for advantage through incremental value and resource denial. The game’s tension elevated around the interplay between graveyard strategies and resource denial, especially with the combination of Chains of Mephistopheles and Sylvan Library complicating card advantage.
Tasigur’s graveyard recursion and discard synergy, Yidris’ cascade storm potential, and Tymna/Kraum’s wheel-driven combos created dynamic threats requiring constant adaptation.
The early board wipes and counterspells delayed decisive combos, showcasing a tightly contested game of control, value, and disruption.