Deck Strategies
Ardenn, Intrepid Archaeologist & Toggo, Goblin Weaponsmith
Generate artifact tokens via landfall and equip them quickly using Ardenn's ability to create a fast, aggressive board presence that can deal significant damage early.
Tasigur, the Golden Fang & Gyruda, Doom of Depths
Utilize graveyard recursion and delve mechanics to control the game and generate value over time with efficient six-drop creatures.
Soundwave, Sonic Spy // Soundwave, Superior Captain
Build a token swarm and mill opponents while transforming Soundwave to access stronger abilities and maintain board presence.
Nicol Bolas, the Ravager // Nicol Bolas, the Arisen
Control the board with powerful spells and planeswalker abilities, leveraging Nicol Bolas’s disruptive capabilities to dominate the late game.
Gameplay Insights
- 1
Tom’s use of Ardenn's ability to equip multiple artifacts instantaneously created a rapid damage clock that pressured other players and shaped combat dynamics.
- 2
Phil’s symmetrical 'each opponent' effects helped balance board presence but required careful timing to maximize impact without self-harm.
- 3
Crim’s focus on token creation and milling provided steady incremental advantage, with the transformation of Soundwave as a key late-game power spike.
- 4
The interplay between graveyard recursion (Tasigur and Gyruda) and artifact aggression (Ardenn and Toggo) created a dynamic tension in board control.
- 5
Efficient mana ramp and fixing were critical early game steps enabling each deck to execute its mid-to-late game strategy smoothly.
Notable Cards
Ardenn, Intrepid Archaeologist
Toggo, Goblin Weaponsmith
Tasigur, the Golden Fang
Gyruda, Doom of Depths
Soundwave, Sonic Spy // Soundwave, Superior Captain
Nicol Bolas, the Ravager // Nicol Bolas, the Arisen
Leonin Shikari
Windcaller Aven
Cathars' Crusade
Ancient Tomb
Talisman of Progress
Summary
The game opened with each player setting up their unique strategies, with Tom piloting a partner deck centered around Toggo, Goblin Weaponsmith, and Ardenn, Intrepid Archaeologist to generate and equip artifact tokens rapidly, establishing an aggressive early board presence. Homer brought a six-drop tribal deck, aiming to play powerful, high-cost creatures that would overwhelm opponents once the game reached mid-to-late stages. Phil focused on an 'each opponent' themed deck, aiming to evenly impact all opponents with symmetrical effects, potentially controlling the board or forcing sacrifices. Crim returned with Soundwave, Sonic Spy, a deck that leverages token generation and milling to outvalue opponents, with the added dynamic of transforming Soundwave for enhanced effects. Early turns saw ramp and mana fixing as players prepared their strategies, with Tom aggressively generating and equipping artifact tokens to apply pressure. Homer's deck was slower, waiting to deploy impactful six-drop creatures, while Phil attempted to maintain control through symmetrical disruption. Crim worked towards establishing a token presence and milling synergy. Key turning points included Tom efficiently leveraging Ardenn’s ability to equip multiple artifacts instantly, creating a strong combat presence and board control. Meanwhile, Tasigur and Gyruda players developed graveyard and delve synergies to gain incremental advantage. The game revolved around managing board states and timing impactful plays, with the winning condition hinging on Tom's aggressive artifact combat clock supported by equipment synergies and quick damage output.