Deck Strategies
Inalla, Archmage Ritualist
Leverages wizard tribal synergies to create token copies of creatures and generate incremental card advantage and life gain, aiming to overwhelm opponents with a swarm of wizards and repeated triggers.
Kess, Dissident Mage
Focuses on casting and recasting spells from the graveyard to maximize value, using spell recursion and control elements to out-tempo opponents and assemble combos for winning.
Jori En, Ruin Diver
Relies on artifact ramp and card draw to maintain a large hand size and mana base, facilitating big spells and value engines to dominate the late game.
Yidris, Maelstrom Wielder
Utilizes cascade triggers to chain multiple spells in a turn, combined with cloning and ramp effects to generate explosive tempo and board presence.
Gameplay Insights
- 1
Players adapted to the Planechase chaos by timing their spells and maximizing value from plane triggers, such as returning cards and drawing extra cards.
- 2
Sean’s use of Inalla to create multiple wizard tokens and sacrifice them for card draw and life gain built a strong engine that pressured opponents consistently.
- 3
Matt’s attempt to assemble an infinite mana combo with Worldgorger Dragon and Dance of the Dead was disrupted by Shaun’s timely Cyclonic Rift, highlighting the importance of interaction.
- 4
Trevor’s use of Seasons Past and Blatant Thievery post-board wipe allowed him to recover key permanents and disrupt opponents’ resources effectively.
- 5
The plane changes with effects like Quicksilver Sea and Crosa influenced player decisions on when to deploy threats or hold back, adding strategic complexity to the game state.
Notable Cards
Conjurer's Closet
Descendant of Soramaro
Goblin Electromancer
Temple Bell
Chromatic Lantern
Cyclonic Rift
Worldgorger Dragon
Dance of the Dead
Seasons Past
Blatant Thievery
Dominus of Fealty
Herald's Horn
Manifold Insights
Propaganda
Summary
The game began with all four players setting up their mana bases and early board presence, accompanied by the chaos and randomness introduced by the Planechase format. Early turns involved ramp, card draw, and minor interactions as players sought to develop their strategies. Sean's Inalla deck capitalized on wizard tribal synergies to generate tokens and card advantage, while Matt's Kess deck focused on spell recursion and value plays. Trevor's Yidris deck utilized cloning and ramp effects to gain tempo, and Mike's Jori En deck used artifact ramp and card draw engines to establish a strong late game. A key turning point came when a board wipe from the Phenomenon plane reset the creature battlefield, allowing players to deploy powerful permanents anew. Trevor capitalized on this by casting impactful spells like Seasons Past and Blatant Thievery, generating significant value and disrupting opponents. Sean leveraged Inalla’s ability to create wizard tokens and multiple triggers to gain card draw and life, establishing a dominant board presence. Matt attempted to assemble infinite mana combos with Worldgorger Dragon and Dance of the Dead, but was thwarted by timely interaction from Shaun with Cyclonic Rift. The game featured multiple plane changes that added layers of strategic depth, such as Quicksilver Sea for scrying and Crosa for creature buffs. Ultimately, the game revolved around controlling the board state through recursion, token generation, and spell synergies characteristic of the respective commanders.