Deck & Commander Strategies

Krenko, Mob Boss
Swarm the board with goblin tokens using Krenko’s ability and push for fast, overwhelming damage through wide attacks and haste.

Miirym, Sentinel Wyrm
Generate card advantage by drawing multiple cards through Elemental Bond and token copies with Spark Double, leveraging midrange creatures to control the board and chip away at opponents.

Neera, Wild Mage
Utilize spells and creatures to ramp and control the board state, while relying on chaotic spell effects and incremental value from creatures with enters-the-battlefield triggers.

Raggadragga, Goreguts Boss
Deploy midrange threats and generate treasures to cast impactful spells and creatures, focusing on steady damage and board presence.
Gameplay Insights
- 1
Krenko’s ability to produce multiple haste goblin tokens every turn created significant early pressure that forced opponents to respond quickly or lose life rapidly.
- 2
Miirym’s use of Spark Double to create additional copies of itself with +1/+1 counters enabled strong card draw synergy with Elemental Bond, generating a large hand advantage.
- 3
Skirk Fire Marshall was used as a board wipe by Krenko’s player, dealing damage to all creatures and players to clear blockers and attempt to reset board state.
- 4
The Monarch mechanic played a key role, with players contesting the title to gain extra draws and control over combat damage targeting.
- 5
Raggadragga’s treasure generation was critical for casting higher-cost spells and creatures, but his impact was limited by protective abilities on opposing creatures and some unlucky draws.
- 6
The interaction between aggressive token swarms and midrange card advantage engines highlighted the tension between early tempo and late-game resource accumulation.
Notable Cards
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Krenko, Mob Boss
-

Miirym, Sentinel Wyrm
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Spark Double
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Elemental Bond
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Duelist of the Mind
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Throne of the God-Pharaoh
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Ragavan, Nimble Pilferer
Gameplay Summary
The game featured two aggressive decks led by Krenko, Mob Boss and Raggadragga, Goreguts Boss, facing off against two midrange-to-late game decks piloted by Miirym, Sentinel Wyrm and Neera, Wild Mage.
Early on, Krenko established a strong goblin token presence, leveraging haste and multiple attackers to exert consistent pressure.
Raggadragga contributed additional board presence and damage with his Dragon and treasure generation, though he faced some setbacks due to removal and unfavorable draws.
The midrange decks focused on card advantage and board stabilization; Miirym capitalized on copying itself multiple times with Spark Double, drawing cards via Elemental Bond, and controlling the board through combat and Monarch mechanics.
Neera made use of utility creatures and spells to maintain tempo and ramp, but struggled with card draw and removal in the early turns.














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