Deck Strategies
Scion of the Ur-Dragon
Execute a Hermit Druid combo to mill the entire library into the graveyard and then win by drawing from an empty deck with Laboratory Maniac, supported by haste and protection enablers.
Derevi, Empyrial Tactician
Control the game with a prison-style stax deck, using taxing effects and permanents that tap opponents' resources, while utilizing Derevi's ability to recur and generate incremental advantages via sac outlets.
Prossh, Skyraider of Kher
Use Food Chain and Earthcraft combos with Kher tokens to generate massive mana and repeatedly cast Prossh, creating an overwhelming creature board and combo finishes through token sacrifice.
Karador, Ghost Chieftain
Combo off with Boonweaver Giant and Pattern of Rebirth, repeatedly sacrificing and reanimating creatures to generate infinite creatures and finish opponents with effects like Blood Artist or Altar of Dementia.
Gameplay Insights
- 1
Wes’s decision to go first with the Scion deck gave him the fastest access to the Hermit Druid combo, making him a major early threat.
- 2
Derevi’s prison elements like Hakori, Dustdrinker and Grand Arbiter effectively slowed down opponents’ mana development, buying time to set up control elements and recur Derevi with sac outlets.
- 3
John’s Prossh deck relied heavily on Food Chain and Earthcraft to generate infinite mana and tokens, facilitating multiple re-casts of Prossh for a decisive board presence.
- 4
Stephen’s Karador combo required assembling Boonweaver Giant and Pattern of Rebirth along with a sac outlet to create an infinite loop of reanimation, which was a key late-game win condition.
- 5
The multiplayer dynamic forced players to balance advancing their own combos while disrupting others, leading to tense interactions around key combo pieces and timing of board wipes or countermeasures.
Notable Cards
Hermit Druid
Laboratory Maniac
Food Chain
Earthcraft
Birthing Pod
Boonweaver Giant
Pattern of Rebirth
Blood Artist
Altar of Dementia
Derevi, Empyrial Tactician
Grand Arbiter Augustin IV
Kismet
Summary
The game showcased a high-powered multiplayer Commander showdown featuring Prossh, Skyraider of Kher; Karador, Ghost Chieftain; Scion of the Ur-Dragon; and Derevi, Empyrial Tactician. The players came prepared with combo-oriented decks and strategies aimed at quick, competitive wins, cutting out any casual play. Wes piloted the Scion deck focused on a Hermit Druid and Laboratory Maniac combo to win by milling his library into his graveyard and then drawing out of an empty library. The Derevi deck employed a prison/control strategy, using taxing effects and stax elements to slow down opponents while generating incremental advantages through recurring Derevi and sac outlets. John’s Prossh deck was a food chain combo build leveraging mana combos with Kher tokens and the ability to recast Prossh multiple times for a lethal board presence. Stephen’s Karador deck aimed to combo off using Boonweaver Giant and Pattern of Rebirth to generate infinite creatures and then finish with creatures like Blood Artist or Altar of Dementia for a devastating win.