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The Thing Commander! | Big Deck Energy

Skill Check


Commanders featured in this Gameplay Reviewed & Verified

Deck & Commander Strategies

  • Minn, Wily Illusionist

    Minn, Wily Illusionist

    Generate illusion tokens by drawing extra cards each turn and use the death of illusions to cheat large permanents onto the battlefield, creating a snowballing board state.

  • Jenara, Asura of War

    Jenara, Asura of War

    Ramp mana aggressively and cast big creatures to maximize mana production and board impact, leveraging equipment and mana abilities for sustained pressure.

  • Ruric Thar, the Unbowed

    Ruric Thar, the Unbowed

    Punish opponents for casting non-creature spells by dealing damage, controlling the pace of the game through aggression and forcing opponents to play carefully.

  • Maelstrom Wanderer

    Maelstrom Wanderer

    Build up mana and board presence to cast Maelstrom Wanderer with cascade triggers, generating multiple free spells and overwhelming the table with tempo and value.

Gameplay Insights

  • 1

    Minn’s ability to generate illusions with each card draw and then use their death triggers to cheat big permanents onto the battlefield created a powerful engine that could snowball rapidly if unanswered.

  • 2

    Ruric Thar’s constant threat of dealing 6 damage to players casting non-creature spells forced opponents to be cautious with their spellcasting, shaping the game’s tempo and interactions.

  • 3

    The use of Mind's Aglow to encourage all players to draw cards simultaneously created a moment of shared advantage but also highlighted players’ reluctance to draw too many cards, showing hand size management considerations.

  • 4

    Jenara’s ramp and ability to produce mana off large creatures helped accelerate her gameplan, making her a significant threat once she hit critical mass.

  • 5

    Maelstrom Wanderer’s potential to cascade into multiple spells posed a looming threat that could swing the game dramatically once cast, forcing opponents to consider counterspells or removal preemptively.

Notable Cards

  • Minn, Wily Illusionist

    Minn, Wily Illusionist

  • Ruric Thar, the Unbowed

    Ruric Thar, the Unbowed

  • Maelstrom Wanderer

    Maelstrom Wanderer

  • Jenara, Asura of War

    Jenara, Asura of War

  • Arcane Signet

    Arcane Signet

  • Sakura-Tribe Elder

    Sakura-Tribe Elder

  • Lightning Bolt

    Lightning Bolt

  • Scytheclaw Raptor

    Scytheclaw Raptor

Gameplay Summary

The game started with a casual, lighthearted atmosphere as players developed their boards with various creatures and ramp spells.

Early plays included setting up mana bases and minor board presence, with Minn, Wily Illusionist focusing on generating illusion tokens by drawing cards and using their death triggers to cheat big permanents into play.

Ruric Thar, the Unbowed set a menacing tone by threatening non-creature spells with his damage ability.

Meanwhile, Maelstrom Wanderer built towards a big cascade turn, and Jenara, Asura of War worked on ramp and casting large creatures to maximize her mana abilities. A key turning point came when players started interacting more aggressively, with Ruric Thar punishing non-creature spells and Minn leveraging illusions to rapidly deploy threats.

The use of Mind's Aglow created a shared card-drawing event that subtly boosted hand size and options for everyone, though some players were reluctant to draw more cards.

Notable plays included Maelstrom Wanderer preparing for a cascade storm and Jenara enabling large creature casts with mana ramp and equipment.

The game built towards a high-tempo midgame where each player tried to optimize their board presence while managing threats from Ruric Thar and disruption from blue spells, setting the stage for impactful commander activations and potential big swings.

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