Things in the Ice profile icon

Death by a thousand cuts! [S2G10] cEDH Gameplay - TIVIT v YURIKO v KRARK/SILAS v MALCOLM/VIAL

Things in the Ice

Commanders featured in this video Reviewed & Verified

Decklists

Deck Strategies

  • Tivit, Seller of Secrets

    Tivit, Seller of Secrets

    Tivit’s deck focuses on generating treasure tokens and using them for mana ramp and card advantage, while protecting Tivit with cavern of souls and ward abilities to enable consistent treasure production and incremental value.

  • Yuriko, the Tiger's Shadow

    Yuriko, the Tiger's Shadow

    Yuriko’s deck uses ninjutsu and evasive creatures to deal incremental damage, triggering commanders’ damage-based effects to exile opponents’ cards and disrupt graveyards while chipping away at life totals.

  • Krark, the Thumbless Silas Renn, Seeker Adept

    Krark, the Thumbless and Silas Renn, Seeker Adept

    This deck leverages artifact synergies, card draw, and randomization spells such as Gamble to dig for combo pieces quickly and capitalize on Silas Renn’s ability to recur artifacts and instants for a combo finish.

  • Malcolm, Keen-Eyed Navigator Vial Smasher the Fierce

    Malcolm, Keen-Eyed Navigator and Vial Smasher the Fierce

    Malcolm and Vial Smasher deck aims for aggressive early plays with fast mana and spells, controlling the board through efficient creatures and damage-based triggers, pressuring opponents while setting up disruptive artifacts and combos.

Gameplay Insights

  • 1

    Seth’s repeated casting of Gamble with Krark’s ability demonstrated powerful card advantage and digging for combo pieces, significantly accelerating his deck’s plan.

  • 2

    John’s use of Tivit protected by cavern of souls ensured treasure tokens were generated consistently, providing both mana ramp and card draw potential.

  • 3

    Yuriko’s ninjutsu allowed for repeated combat damage triggers, exiling key graveyard cards and disrupting opponents’ resources while also dealing incremental damage.

  • 4

    Orcish Bowmaster was an effective removal tool, taking out key threatening creatures and maintaining board control.

  • 5

    Players carefully managed damage from fast mana artifacts like Mana Vault and Mana Crypt to stay alive while maximizing their tempo.

  • 6

    The interaction of treasure tokens with artifacts and commanders’ abilities created a complex resource economy critical to maintaining an edge in the midgame.

  • 7

    Targeted counterspells and removal such as Mindbreak Trap and timely responses to spells were pivotal in preventing early combos and shifting board control.

Notable Cards

  • Tivit, Seller of Secrets

    Tivit, Seller of Secrets

  • Yuriko, the Tiger's Shadow

    Yuriko, the Tiger's Shadow

  • Krark, the Thumbless

    Krark, the Thumbless

  • Silas Renn, Seeker Adept

    Silas Renn, Seeker Adept

  • Malcolm, Keen-Eyed Navigator

    Malcolm, Keen-Eyed Navigator

  • Vial Smasher the Fierce

    Vial Smasher the Fierce

  • Cavern of Souls

    Cavern of Souls

  • Mana Vault

    Mana Vault

  • Lotus Petal

    Lotus Petal

  • Gamble

    Gamble

  • Demonic Tutor

    Demonic Tutor

  • Mana Crypt

    Mana Crypt

  • City of Brass

    City of Brass

Summary

The game began with all five players deploying their fast mana and setting up their boards cautiously. Early turns featured typical opening plays such as mana rocks, land drops, and setup of key commanders and utility creatures. John, piloting Tivit, focused on establishing an early board presence with Tivit protected by cavern of souls, while Kyle on Yuriko prepared to leverage ninjutsu and evasive creatures for incremental damage. Seth with Krark/Silas aggressively used card draw and randomization spells like Gamble to dig for key combo pieces, while Shaun on Malcolm/Vial Smasher sought to develop a tempo advantage with fast mana and efficient creatures. As the game progressed, tension escalated when Seth began chaining Gambles to generate card advantage and Seth’s Krark synergy started to take effect. John leveraged Tivit’s ability to accumulate treasure tokens, enabling mana acceleration and card advantage. A pivotal moment occurred when Yuriko started dealing consistent combat damage through ninjutsu triggers, exiling critical cards from opponents' graveyards and disrupting their game plans. Several targeted removals and counterspells, including Orcish Bowmaster and Mindbreak Trap, shaped the board state, preventing early combos and forcing players to adapt their strategies. The game’s momentum swung with Seth casting Silas Renn and utilizing Demonic Tutor to search for combo pieces, while others scrambled to maintain board control. The interactions between treasure tokens, artifact synergies, and incremental damage through commander abilities created a dynamic battlefield. The game narrative suggested mounting pressure from multiple angles, with players aiming to leverage their commander’s unique mechanics either to lock down opponents or assemble lethal combos. Though the transcript cuts off before a definitive conclusion, it’s clear the game hinged on managing resources, protecting commanders, and timing combos and stax effects to secure victory.

Description

Witness my most powerful NINJUTSU

John on Tivit: www.moxfield.com/decks/pK6GQ7k3L0W8M6f0etjAyg Kyle on Yuriko: www.moxfield.com/decks/UVKi3k5bSEWgcC0ASMRxrQ Seth on Krark/Silas: www.moxfield.com/decks/gVhDy0AsmEWSmz_DjtzMUQ Shaun on Malcolm/Vial: www.moxfield.com/decks/tqa1zAl3LkWCw5DOAbRQYQ

Standings going into Game 10: 1st: John - 16 Points 2nd: Kyle - 11 Points 3rd: Jeremy - 10 Points 4th: Seth - 8 Points 5th: Shaun - 5 Points

Here’s our point system for this season: 1 - Win 1 - KO an Opponent 1 - First Blood (First Combat Damage of the Game) 1 - Win on Turn 1 or Turn 2 1 - Stack of 5+ Resolves in Your Favor 1 - First to 2 Stax Pieces

#edh #cedh #mtg