Deck & Commander Strategies
Rielle, the Everwise
Utilizes discard and card draw to dig for the Underworld Breach combo, leveraging Rielle's ability to generate card advantage from discarding to fuel combo assembly.
Grist, the Hunger Tide
A Protean Hulk combo deck that uses sac outlets and creature generation to assemble the combo, gaining value from token creation and recursion via combos like Culling the Weak and Natural Order.
Kinnan, Bonder Prodigy
A proactive mid-range deck that generates large amounts of mana through creatures and mana dorks, enabling infinite mana combos with Isochron Scepter or Basalt Monolith and card draw engines like Thrasios for deck manipulation and combo finishers.
Urza, Lord High Artificer
Mono-blue stax that relies on fast mana and cheap artifacts to establish lock pieces such as Static Orb, aiming to slow opponents' development while assembling an infinite combo to win.
Gameplay Insights
- 1
Urza's player casting Static Orb early created a stax lock attempt but also hindered his own ability to deploy the commander, illustrating the delicate balance of stax decks in cEDH.
- 2
Repeated counterspells like Force of Will and Narset's Reversal significantly shaped the early game, countering disruption spells and protecting critical permanents.
- 3
Grist's incremental value through token creation and sac outlets pressured opponents while maintaining combo potential, leveraging synergy with cards like Viscera Seer for card selection.
- 4
The interplay between card draw engines such as Mystic Remora and Sylvan Library slowed aggressive plays but ensured players had resources for long-term plans.
- 5
Players showed restraint with resources like Sylvan Library, choosing not to keep extra cards initially to avoid overextension or exposing themselves to counterplay.
Notable Cards
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Carpet of Flowers
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Sylvan Library
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Force of Will
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Narset's Reversal
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Static Orb
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Abrupt Decay
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Mystic Remora
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Basalt Monolith
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Llanowar Elves
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Underworld Breach
Gameplay Summary
The game began with a standard competitive setup where each player developed their board with mana acceleration and card draw engines.
Grist's player established early ramp and card advantage through Carpet of Flowers and Sylvan Library, aiming to assemble a Protean Hulk combo line.
Rielle's discard and card draw synergy allowed her to dig for the Underworld Breach combo.
Kinnan focused on generating large mana with creatures like Llanowar Elves and mana dorks to fuel powerful spells, while Urza deployed artifact-based stax elements, including Static Orb to slow down opponents and maintain control. Early interactions centered around counterspells and disruption, with multiple uses of Force of Will and Narset's Reversal preventing key spells like Abrupt Decay from resolving.
Grist attempted to dismantle Urza's stax effects but was repeatedly countered, while Urza's player struggled to get his commander and key artifacts fully online due to the opposing pressure.
The game saw a tense counter war, with players carefully managing their resources to maintain tempo and board state.
Grist's incremental damage and token generation pressured opponents, and the multiple draws from Mystic Remora and other card advantage engines kept the game tightly contested.
Although the game was ongoing when the transcript ends, the pivotal moments revolved around the disruption of Urza's Static Orb and the back-and-forth counterspells that shaped the pace and tempo of early turns.