Deck & Commander Strategies
Elminster
A control deck that uses card draw, counterspells, and removal to manage threats while leveraging planeswalker abilities to reduce spell costs and generate value. It aims to win through incremental advantage and an alternate win condition such as Approach of the Second Sun.
Flamewar, Brash Veteran // Flamewar, Streetwise Operative
An aggressive deck focused on deploying creatures early, utilizing the vehicle side of the commander for resilience, and applying continuous pressure through combat damage and burn spells to overwhelm the opponent quickly.
Gameplay Insights
- 1
Flamewar's vehicle form allows the commander to survive board wipes, maintaining pressure even when the board is cleared.
- 2
Elminster's use of Experimental Synthesizer and Dark Confidant generates consistent card advantage, which is crucial for maintaining control and outvaluing the aggressive opponent.
- 3
Wash Away is a key counterspell protecting Elminster's planeswalker and disrupting Flamewar's plays.
- 4
Approach of the Second Sun is used effectively as an alternate win condition once Elminster stabilizes the board.
- 5
Flamewar's aggressive attacks and burn spells put early pressure but ultimately are insufficient to overcome Elminster's layered control and card advantage.
- 6
The game features careful sequencing of spells and attacks, with Elminster prioritizing survival and incremental advantage over risky plays.
Notable Cards
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Flamewar, Brash Veteran // Flamewar, Streetwise Operative
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Elminster
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Experimental Synthesizer
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Wash Away
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Approach of the Second Sun
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Bloodsoaked Champion
Gameplay Summary
The game is a Duel Commander match pitting a control-oriented Elminster deck against a more aggressive Flamewar, Brash Veteran deck.
Early on, Flamewar establishes board presence with creatures and incremental damage, using the vehicle side of Flamewar to maintain pressure while dodging board wipes.
Elminster, leveraging card draw engines like Bob and Experimental Synthesizer, focuses on controlling the board and generating card advantage.
The use of counterspells and removal like Wash Away helps Elminster manage Flamewar's threats.
A crucial turning point comes when Elminster casts Approach of the Second Sun, aiming to stabilize and eventually win through this alternate win condition.
Flamewar attempts to keep up with aggressive creatures and burn spells but struggles to close out the game as Elminster's control tools and card advantage begin to dominate.
Ultimately, Flamewar concedes recognizing the inevitability of Elminster's control and alternate win condition.