Deck & Commander Strategies

Karona, False God
Utilize auras to pump Karona, forcing opponents to attack and potentially kill themselves, leveraging voltron-style combat damage and political pressure.

Omnath, Locus of Creation
Exploit landfall triggers and ramp spells to generate massive mana and value, enabling overwhelming board presence and spell casting.

Yarok, the Desecrated
Double the triggers of enchantment-based carnival attractions to create incremental value, board control, and synergy-driven combos.

Alela, Artful Provocateur
Combine enchantment aggro and token generation with an enchantress package to maintain card advantage and apply steady pressure.
Gameplay Insights
- 1
Karona's aura strategy, though powerful in theory, is slow and can be frustrating to execute, often leading to losses despite creating threatening board states.
- 2
Omnath's ramp engine with Lotus Cobra and Relic Tower quickly escalates mana production, enabling explosive turns that put opponents on the defensive early.
- 3
Yarok's enchantment doubling creates a complicated but high-value board state, requiring careful tracking but offering significant rewards.
- 4
Alela's enchantress package provides consistent card draw and token generation, allowing for steady incremental advantage and pressure.
- 5
Players noted the challenge and tedium of managing Yarok's attractions triggers, highlighting the deck's complexity and the difficulty in maximizing its potential.
- 6
The interplay of enchantments and landfall mechanics created interesting tension, particularly when combined with cards that generate additional mana or draw.
Notable Cards
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Lotus Cobra
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Trace of Abundance
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Path of Ancestry
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Glacial Fortress
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Exotic Orchard
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Burgeoning
Gameplay Summary
The game featured four veteran commanders that the players had promised not to revisit, leading to a nostalgic and strategic clash of familiar archetypes.
Homer piloted Karona, False God, employing a heavy auras strategy aimed at buffing Karona with enchantments to create a potent threat and indirectly forcing opponents into lethal board states.
Phil brought Omnath, Locus of Creation, leveraging landfall synergies and ramp to generate overwhelming value and mana advantage.
Seth ran Yarok, the Desecrated, focusing on doubling the effects of his enchantment-based carnival attractions, generating incremental value and board presence while embracing the complexity and tedium of the deck.
Lastly, Tor played Alela, Artful Provocateur, experimenting with enchantment aggro and token generation combined with a classic enchantress package for card draw and board control. Early turns involved methodical ramp and land drops, with Yarok's player lamenting the deck's tediousness but persevering to assemble the necessary enchantment synergies.
Karona's player stacked auras to boost Karona's power, aiming to capitalize on the commander’s ability to force opponents to kill themselves by attacking.
Omnath quickly established a mana engine with Lotus Cobra and Relic Tower, setting the stage for explosive landfall triggers.
Alela's enchantress package provided steady card advantage and token creation, threatening incremental pressure.
The game’s pivotal moments revolved around Yarok's enchantment doubling, Omnath's rapid mana acceleration, and Karona's aura-enhanced commander swings.
The interplay highlighted the strengths and weaknesses of these 'never again' decks: Karona’s slow but impactful aura strategy, Omnath’s overwhelming ramp, Yarok’s complex but rewarding enchantment combos, and Alela’s aggressive enchantment tokens.
The game underscored the nostalgic fun and challenges of playing these intricate, synergy-heavy decks once more.














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