Declare Attackers! | CEDH Gameplay | Ishai/Francisco vs Tatyova vs Rograk/Thrasios vs Vivi thumbnail Blurred backdrop thumbnail
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Declare Attackers! | CEDH Gameplay | Ishai/Francisco vs Tatyova vs Rograk/Thrasios vs Vivi

Second Seven MTG


Commanders featured in this Gameplay Reviewed & Verified

Decklists

Deck & Commander Strategies

  • Francisco, Fowl Marauder Ishai, Ojutai Dragonspeaker

    Francisco, Fowl Marauder / Ishai, Ojutai Dragonspeaker

    Aggressive tempo deck leveraging early mana acceleration and a swarm of flying birds to pressure opponents quickly, aiming to win through commander damage and board control.

  • Tatyova, Benthic Druid

    Tatyova, Benthic Druid

    Landfall-focused value engine deck that capitalizes on playing multiple lands per turn to draw cards and gain life, aiming for incremental advantage and control over the game.

  • Rograkh, Son of Rohgahh Thrasios, Triton Hero

    Rograkh, Son of Rohgahh / Thrasios, Triton Hero

    Midrange combo deck blending creature value and mana ramp with card draw engines and combo pieces, focusing on assembling a game-ending synergy while maintaining board presence.

  • Vivi Ornitier

    Vivi Ornitier

    Controlling value deck utilizing disruption like Dry Arbiter to hinder opponents' fetch lands and mana base, while generating incremental card advantage through artifact ramp and interaction.

Gameplay Insights

  • 1

    Players prioritized land-based ramp and value engines early to set up for mid-to-late-game power plays, highlighting the importance of mana efficiency in cEDH.

  • 2

    The use of bounce effects on landfall triggers (e.g., Simic Growth Chamber) maximized card draw and life gain from Tatyova's ability, creating sustained incremental advantage.

  • 3

    Dry Arbiter effectively disrupted fetch land strategies, limiting opponents' ability to trigger landfall and fetch-related synergies.

  • 4

    Players carefully timed their combat phases to attack players gaining the most value from land drops or life gain, showing strategic targeting to keep leading threats in check.

  • 5

    The game unfolded more as a battle of board presence and incremental advantage rather than fast combo kills, illustrating the nuanced interplay common in cEDH metas with multiple powerful decks.

Notable Cards

  • Mox Amber

    Mox Amber

  • Bloodstained Mire

    Bloodstained Mire

  • Burgeoning

    Burgeoning

  • Simic Growth Chamber

    Simic Growth Chamber

  • Tatyova, Benthic Druid

    Tatyova, Benthic Druid

  • Mystic Remora

    Mystic Remora

  • Chromatic Sphere

    Chromatic Sphere

  • Gamble

    Gamble

  • Vault of Champions

    Vault of Champions

  • Force of Vigor

    Force of Vigor

Gameplay Summary

The game started with a typical competitive EDH setup where each player developed their board and mana base carefully, focusing on early ramp and value engines.

Francisco Ishai's deck leveraged aggressive birds and early mana acceleration with cards like Mox Amber and Bloodstained Mire, setting up for fast tempo plays.

Tatyova's player emphasized landfall triggers with cards like Burgeoning and Simic Growth Chamber, aiming to draw cards and gain life through continuous land drops.

Rograkh/Thrasios tried to balance combo potential with midrange threats, while Vivi Ornitier played a more controlling and value-oriented game with dry arbiter and mana rocks, disrupting opponents' strategies. Key turning points included Tatyova casting key creatures like Tatyova herself and strategizing around bouncing lands to maximize landfall triggers, which helped maintain card advantage.

Francisco Ishai's player used early tempo plays and aggressive creatures to pressure opponents, while Rograkh/Thrasios navigated a slower setup with value creatures like Chromatic Sphere and Gamble to dig for combo pieces.

Vivi’s use of Dry Arbiter and the timing of plays created disruption, slowing down fetch land interactions and preventing certain fetch triggers.

The game was characterized by incremental value plays, mana ramp, and strategic land drops rather than explosive combos early on, with each player jockeying for position and control over the board state.

Combat phases were cautious, with targeted attacks against players gaining the most advantage from land drops or life gain abilities.

The win condition centered around building board presence and leveraging incremental value engines to outpace opponents over time rather than immediate combos or quick kills.

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