Kess vs Inalla vs Jori En vs Yidris EDH / CMDR game play for Magic: The Gathering thumbnail Blurred backdrop thumbnail
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Kess vs Inalla vs Jori En vs Yidris EDH / CMDR game play for Magic: The Gathering

MTG Muddstah


Commanders featured in this Gameplay Reviewed & Verified

Decklists

Deck & Commander Strategies

  • Inalla, Archmage Ritualist

    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

    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

    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

    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

    Conjurer's Closet

  • Descendant of Soramaro

    Descendant of Soramaro

  • Goblin Electromancer

    Goblin Electromancer

  • Temple Bell

    Temple Bell

  • Chromatic Lantern

    Chromatic Lantern

  • Cyclonic Rift

    Cyclonic Rift

  • Worldgorger Dragon

    Worldgorger Dragon

  • Dance of the Dead

    Dance of the Dead

  • Seasons Past

    Seasons Past

  • Blatant Thievery

    Blatant Thievery

  • Dominus of Fealty

    Dominus of Fealty

  • Herald's Horn

    Herald's Horn

  • Manifold Insights

    Manifold Insights

  • Propaganda

    Propaganda

Gameplay 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.

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