Game Knights' Biggest Losers | Extra Turns 70 | Magic: The Gathering Commander Gameplay MTG EDH thumbnail Blurred backdrop thumbnail

Game Knights' Biggest Losers | Extra Turns 70 | Magic: The Gathering Commander Gameplay MTG EDH

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The Command Zone 162 EDH Gameplay videos

Commanders featured in this Gameplay Reviewed & Verified

Decklists

Deck & Commander Strategies

  • Agatha of the Vile Cauldron

    Agatha of the Vile Cauldron

    Develop a board full of creatures with activated abilities, reduce their activation costs with Agatha’s presence, and leverage coven and pump effects to overwhelm opponents either by combat damage or burning them out.

  • Kona, Rescue Beastie

    Kona, Rescue Beastie

    Utilize Kona’s tap ability to generate value from large creatures and permanents, focusing on green ramp and big threats to control the board and finish the game through overwhelming force.

  • Goro-Goro and Satoru

    Goro-Goro and Satoru

    Play creatures that deal damage upon entering the battlefield to trigger commander abilities creating dragon tokens, build a wide army of hasty attackers, and use combat tricks and ninjutsu to keep up aggressive pressure.

  • The Pride of Hull Clade

    The Pride of Hull Clade

    Deploy cheap, evasive creatures with high toughness to draw cards and dig deeper into the deck, then flip defenses into offense by turning the big butts of creatures into a game-ending threat.

Gameplay Insights

  • 1

    Brian used Dusquatch Recruiter with Agatha’s cost reduction to efficiently dig for key cards, revealing Forgotten Ancient which became pivotal for accumulating +1/+1 counters and card draw.

  • 2

    Jimmy’s Goro-Goro and Satoru deck capitalized on creatures dealing damage as they entered the battlefield to rapidly create dragons and maintain an aggressive stance, including countering an important spell to preserve momentum.

  • 3

    Jarvis leveraged ninjutsu to repeatedly bounce and replay creatures like Ingenious Infiltrator, maximizing card draw and evasive damage.

  • 4

    Rachel’s Pride of Hull Clade generated a defensive board with goblin tokens forced on opponents to bolster blockers for aggressive plays later, showing a strategic use of opponent resources.

  • 5

    Throughout the early and midgame, players carefully chose attack targets to manage threats and apply pressure, with Agatha and Dusquatch Recruiter combining for valuable card advantage and incremental damage.

Notable Cards

  • Ingenious Infiltrator

    Ingenious Infiltrator

  • Forgotten Ancient

    Forgotten Ancient

  • Gilded Goose

    Gilded Goose

  • Goblin Anarchomancer

    Goblin Anarchomancer

  • Breeding Pool

    Breeding Pool

  • Steam Vents

    Steam Vents

  • Path of Ancestry

    Path of Ancestry

Gameplay Summary

The game started with all four players establishing their mana bases and early board presence, focusing on ramp and utility creatures to support their commanders' strategies.

Brian Kibler's Agatha deck aimed to leverage activated abilities and cost reduction to generate value and apply pressure, while Jarvis Johnson's Kona deck focused on tapping Kona for value and deploying large creatures to dominate the board.

Rachel piloted Pride of Hull Clade, a deck centered on big, evasive creatures with high toughness turned into card draw, and Jimmy commanded Goro-Goro and Satoru, a deck built to create aggressive creatures that trigger dragon tokens and maintain a fast, threatening board state with haste and combat tricks.

Early turns saw tactical exchanges of damage and card advantage plays such as scrying, ninjutsu, and token creation, setting the stage for midgame conflict.

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