Elf Ball is Still Good! Chaotic Commander MTG EDH Gameplay thumbnail Blurred backdrop thumbnail
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Elf Ball is Still Good! Chaotic Commander MTG EDH Gameplay

Chaotic Commander


Commanders featured in this Gameplay Reviewed & Verified

Deck & Commander Strategies

  • Morophon, the Boundless

    Morophon, the Boundless

    A Kindred tribal deck that generates and benefits from a variety of token creatures while aiming to cast big threats and possibly win through overwhelming board presence or combos.

  • Chatterfang, Squirrel General

    Chatterfang, Squirrel General

    A squirrel tribal deck that creates numerous squirrel tokens and uses devour mechanics and curses to convert aggressive attacks into additional value and board control.

  • Emry, Lurker of the Loch

    Emry, Lurker of the Loch

    An artifact-centric deck leveraging Emry’s ability to recur artifacts and draw cards, aiming for powerful artifact synergies and potential combo plays with cards like Urza, Lord High Artificer.

  • Eladamri, Korvecdal

    Eladamri, Korvecdal

    A monogreen elves deck focused on ramping mana and deploying large creatures to apply significant pressure through big stompy threats.

Gameplay Insights

  • 1

    Players had to carefully manage mana to avoid damage from the static Citadel of Pain effect, incentivizing spending mana efficiently each turn.

  • 2

    Randomized X spells introduced chaotic elements, forcing players to adapt strategies on the fly and capitalize on unexpected card draws.

  • 3

    Chatterfang’s use of Curse of Disturbance created a deterrent against attacks while generating valuable zombie tokens, turning aggression into advantage.

  • 4

    Morophon’s ability to reduce casting costs and generate spawn tokens via adaptation strategically increased board presence and pressure.

  • 5

    Emry’s attempt to cast Urza, Lord High Artificer highlighted a turning point toward artifact-driven combos, potentially shifting the game’s momentum.

  • 6

    Eladamri balanced ramp and deployment of big creatures, embodying a classic green midrange strategy with token support.

Notable Cards

  • Basking Rootwalla

    Basking Rootwalla

  • Curse of Disturbance

    Curse of Disturbance

  • Urza, Lord High Artificer

    Urza, Lord High Artificer

  • Beast Whisperer

    Beast Whisperer

  • Path of Ancestry

    Path of Ancestry

  • Myriad Landscape

    Myriad Landscape

Gameplay Summary

The game began with each player establishing their mana base and early board presence while adapting to a unique rule that dealt damage for every untapped land each upkeep, encouraging efficient mana use.

Morophon, the Boundless built a Kindred-focused deck generating various tokens and leveraging big creatures, while Chatterfang, Squirrel General focused on creating squirrel tokens and using devour mechanics.

Emry, Lurker of the Loch utilized artifact synergies and card draw, and Eladamri, Korvecdal piloted a monogreen elves deck with a subtheme of large creatures aiming for a big stompy strategy. Early turns involved setting up mana acceleration and drawing cards, including casting randomized X spells for unpredictable effects.

A key moment came when Morophon played Basking Rootwalla with adaptation to generate spawn tokens, establishing a threatening board.

Chatterfang applied pressure with squirrel tokens and used Curse of Disturbance to punish attackers, creating zombie tokens to maintain board presence.

Emry attempted to cast Urza, Lord High Artificer, signaling a potential combo or artifact-heavy plan, while Eladamri steadily deployed powerful elves.

The game showcased dynamic interactions between token generation, card draw, and aggressive board states with players balancing risks from the static damage rule and the chaos of random spells.

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