HOW MANY TIMES CAN YOU EXILE A GRAVEYARD? MASTER OF KEYS v WANDERING MINSTREL v GLARB v DEREVI thumbnail Blurred backdrop thumbnail

HOW MANY TIMES CAN YOU EXILE A GRAVEYARD? MASTER OF KEYS v WANDERING MINSTREL v GLARB v DEREVI

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Things in the Ice 96 EDH Gameplay videos

Commanders featured in this Gameplay Reviewed & Verified

Decklists

Deck & Commander Strategies

  • The Wandering Minstrel

    The Wandering Minstrel

    A combo-control deck that uses graveyard exile and recursion to generate value and disrupt opponents. It aims to lock down graveyards and maintain card advantage through selective tutoring and protection.

  • The Master of Keys

    The Master of Keys

    A midrange-control deck focused on card advantage, graveyard recursion, and value-driven combos. It leverages powerful reanimation spells and Gifts Ungiven to set up game-winning combos while controlling the board.

  • Glarb, Calamity's Augur

    Glarb, Calamity's Augur

    A green-based deck that uses ramp, value creatures, and spell interactions to build a strong board presence. It aims to stabilize early and transition into powerful spells and threats to overwhelm opponents.

  • Derevi, Empyrial Tactician

    Derevi, Empyrial Tactician

    A tempo and value deck that utilizes Derevi's ability to untap permanents and generate incremental advantage through enchantments and efficient creatures. It focuses on controlling the pace and winning through attrition or combo.

Gameplay Insights

  • 1

    The Master of Keys player used Gifts Ungiven to tutor multiple reanimation cards simultaneously, setting up a powerful board state and potential combo.

  • 2

    A well-timed Silence spell prevented a critical combo or win attempt, showcasing the importance of interaction in this matchup.

  • 3

    Players balanced aggressive ramp and tempo plays with careful resource management to avoid overextension into counterspells or board wipes.

  • 4

    The interaction around graveyard exile and recursion was a central theme, with players repeatedly trying to lock down or exploit the graveyard for advantage.

Notable Cards

  • Esper Sentinel

    Esper Sentinel

  • Gifts Ungiven

    Gifts Ungiven

  • Dance of the Dead

    Dance of the Dead

  • Animate Dead

    Animate Dead

  • Toxic Deluge

    Toxic Deluge

  • Grand Abolisher

    Grand Abolisher

  • Delighted Halfling

    Delighted Halfling

  • Silence

    Silence

Gameplay Summary

The game began with a balanced early setup from all players, each developing their board and mana bases cautiously.

Early plays included mana ramp and utility creatures like Esper Sentinel and Delighted Halfling, setting the stage for more complex interactions.

The game saw a key turning point when the Master of Keys player started to leverage card advantage and control elements to disrupt opponents.

Meanwhile, Glarb and Derevi built incremental value through enchantments and board presence. A pivotal moment occurred when the Master of Keys player utilized Gifts Ungiven to tutor multiple strong reanimation spells and win-condition pieces, setting up a potential combo with Dance of the Dead and Animate Dead.

However, this was met with timely interaction from other players, including a Silence to stop a crucial spell.

The game featured a lot of graveyard exile and recursion interactions, especially with the Master of Keys and Wandering Minstrel players, as they tried to lock down the graveyard and leverage it for advantage.

The gameplay was marked by subtle tempo shifts and intricate spells that aimed to control the flow while setting up a lethal combo or overwhelming board state.

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