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Testing Out Illegal Commanders

Meaty Magic


Commanders featured in this Gameplay Reviewed & Verified

Deck & Commander Strategies

  • Dune-Brood Nephilim

    Dune-Brood Nephilim

    Ramp aggressively to produce numerous colorless Sand creature tokens based on lands controlled, aiming to overwhelm opponents with a wide board and leverage token synergies.

  • Witch-Maw Nephilim

    Witch-Maw Nephilim

    Build +1/+1 counters by casting spells and grow Witch-Maw to a trampling threat, attacking once large enough to push through damage and close out the game.

  • Glint-Eye Nephilim

    Glint-Eye Nephilim

    Focus on dealing combat damage to draw cards, fueling hand advantage and enabling incremental growth through discarding and buffing abilities.

  • Ink-Treader Nephilim

    Ink-Treader Nephilim

    Copy instant and sorcery spells that target creatures to create multiple effects, maximizing value from each spell and enabling powerful interactions or combos.

Gameplay Insights

  • 1

    Players prioritized early ramp and mana fixing to enable their four-color Nephilim commanders to function effectively given their high color requirements.

  • 2

    The use of Meren's Ultimatum was a key turning point, allowing a player to select and cast multiple powerful spells from the deck, potentially shifting board control.

  • 3

    Despite some early mana screw and mulligans, players adapted by leveraging card draw and ramp spells to stabilize their game plan.

  • 4

    Ink-Treader Nephilim's ability to copy targeted spells opened up opportunities for explosive turns with multiple spell effects, emphasizing careful spell targeting.

  • 5

    The game combined layered strategies including token generation, +1/+1 counter growth, card draw, and spell copying, making for a dynamic and interactive gameplay experience.

Notable Cards

  • Rampant Growth

    Rampant Growth

  • Tireless Tracker

    Tireless Tracker

  • Wood Elves

    Wood Elves

  • Green Sun's Zenith

    Green Sun's Zenith

  • Blood Crypt

    Blood Crypt

  • Glint-Eye Nephilim

    Glint-Eye Nephilim

  • Ink-Treader Nephilim

    Ink-Treader Nephilim

  • Dune-Brood Nephilim

    Dune-Brood Nephilim

  • Witch-Maw Nephilim

    Witch-Maw Nephilim

Gameplay Summary

The game featured four players each piloting a Nephilim commander deck, showcasing unique four-color Nephilim creatures with unconventional legendaries.

Early turns were marked by typical ramp and mana fixing, with players fetching lands and deploying mana dorks like Bird of Paradise and Wood Elves to accelerate their board presence.

One player leveraged ramp spells such as Rampant Growth and utilized cards like Tireless Tracker to generate card advantage and board tokens.

The gameplay saw some disruption attempts and strategic sequencing, including the casting of a powerful green ultimatum spell that allowed card selection and casting to shape the board state advantageously.

Players navigated mulligans and mana constraints early on, but began to develop their board states steadily, preparing for midgame threats and combos inherent to their Nephilim commanders' abilities.

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