Deck & Commander Strategies
Will & Max
Utilizes a pod Kiki and Felidar combo to create infinite mana and draw through wheels, supported by various infinite mana engines and card draw to assemble the combo and close out the game.
Slicer, Hired Muscle
Aggressive red aggro deck that focuses on fast, efficient damage with haste and equipment synergies, supplemented by some control elements to maintain board presence and disrupt opponents.
Cormela, Glamour Thief
Grixis graveyard recursion deck that uses sacrificing and reanimation combos like Saw in Half and Twin Claim to generate value and lethal interactions, focusing on controlling the graveyard and board state.
Zur the Enchanter
Reanimator and enchantment-focused deck that tutors and reanimates key enchantments to stabilize the board, generate value, and disrupt opponents, often setting up recursive threats and protection.
Gameplay Insights
- 1
Slicer’s early use of equipment like Lightning Greaves to grant haste and protection exemplifies leveraging commander abilities for aggressive tempo and survivability.
- 2
The interaction between clues generated by Max and Will and their willingness to lose life for additional clues highlights a strategic resource management to fuel combo lines.
- 3
Zur’s use of reanimation and tutoring enchantments provides crucial board control and value, forcing opponents to carefully consider their plays to avoid losing key threats.
- 4
Players demonstrated restraint from immediately firing off infinite combos, instead focusing on building stable board states and preparing for disruption to maintain longer-term control.
- 5
The decision to let heuristic study resolve despite the risk shows a nuanced understanding of when to accept temporary threats versus preserving counterspell resources for more critical moments.
Notable Cards
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Slicer, Hired Muscle // Slicer, High-Speed Antagonist
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Felidar Guardian
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Kiki-Jiki, Mirror Breaker
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Dockside Extortionist
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Saw in Half
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Maximize Velocity
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Bloom Tender
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Mana Vault
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Entomb
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Intuition
Gameplay Summary
The game unfolds with a dynamic and complex early board state where each player develops their mana base and sets up key pieces for their respective strategies.
Slicer quickly establishes an aggressive presence by equipping his commander with haste and protection, dealing early damage to opponents and forcing defensive plays.
Meanwhile, Max and Will leverage their pod Kiki and Felidar combo alongside other infinite mana and drawing synergies to build a powerful engine aimed at overwhelming the table.
Cormela focuses on graveyard recursion and combo potential with sack outlets and synergy cards like Saw in Half and Twin Claim, while Zur aims to reanimate enchantments and control the board through recursion and tutoring, setting up powerful enchantment-based threats. As the game progresses, there is a notable tension around key resources such as clues generated by Max and Will to fuel their combo engine and the threat of board wipes or disruption from Zur's reanimation tools.
Tactical decisions include cautious use of mana and activation of abilities to avoid early losses, with players wary of triggering infinite combos too soon and exposing themselves to counterplay.
Slicer's aggressive tempo and ability to adapt during combat phases create pressure, but Max and Will's combo potential remains a looming threat.
The game highlights a balance of aggression and control, with players leveraging their commanders' unique abilities to secure incremental advantages.
Ultimately, the outcome hinges on successful disruption and the execution of combo lines or lethal combat damage facilitated by the commanders' synergies.