Deck Strategies
Atemsis, All-Seeing
Draw and filter cards aggressively to assemble a combo win condition that wins the game without combat damage, relying on precise card count and resource management.
Chishiro, the Shattered Blade
Utilize +1/+1 counters and modified creatures to build resilient threats, leveraging damage triggers and creature buffs to control the board and chip away at opponents.
Gavi, Nest Warden
Cycle cards frequently to generate tokens and card advantage, maintaining a steady stream of creatures and resources to overwhelm opponents.
Mazzy, Truesword Paladin
Sacrifice and recur auras repeatedly to gain incremental value, enhancing creatures and creating resilience through aura interactions.
Gameplay Insights
- 1
Suspending Inevitable Betrayal created a looming threat that forced opponents to anticipate its impact several turns ahead, affecting their strategic choices.
- 2
Dissipation Field effectively protected key permanents by bouncing them upon damage, disrupting opponents' damage-based removal and combat plans.
- 3
Mazzy’s strategy of sacrificing and recasting auras provided continuous value and board presence, making her threats difficult to permanently remove.
- 4
Atemsis focused on carefully managing hand size and card draw to meet the precise conditions needed for a non-combat damage win, showcasing the power of alternate win conditions in EDH.
- 5
The use of damage triggers by Chishiro’s deck and creatures like Labyrinth Champion created pressure and forced opponents to consider trade-offs when casting spells targeting their creatures.
- 6
Players negotiated combat decisions based on the threat posed by aura-enhanced creatures and damage redirection, highlighting the importance of timing attacks in multi-player EDH.
Notable Cards
Inevitable Betrayal
Mentor of the Meek
Solemn Simulacrum
Dissipation Field
Decanter of Endless Water
Labyrinth Champion
Predatory Urge
Cast Out
Summary
The game opened with players setting up their mana bases and early board presence, with Gavi, Nest Warden focusing on cycling cards and generating tokens, while Mazzy, Truesword Paladin aimed to repeatedly recur auras for incremental value. Atemsis, All-Seeing quickly worked toward assembling a lethal combo by drawing cards and aiming to win without combat damage, and Chishiro, the Shattered Blade leveraged +1/+1 counters and modified creatures to create resilient threats. Early turns saw ramp spells like Ranger's Path and ramp lands being deployed alongside key creatures such as Mentor of the Meek and Solemn Simulacrum, establishing card advantage and board development. A pivotal moment came when inevitable betrayal was suspended, signaling a delayed but impactful threat on the horizon. Atemsis advanced toward a combo win condition involving having exactly 13 cards in hand to trigger a game win, while the other players jockeyed for board control through creature combat and removal. Mazzy's ability to recur and sac auras created ongoing pressure, and Chishiro's interaction with creatures and damage triggers shaped combat dynamics. A significant play was the casting of Dissipation Field, which punished damage by bouncing permanents, disrupting opponents' tempo and protecting key creatures. The game featured multiple interactions of damage, removal, and recursion, with players carefully choosing targets and blocks, highlighting the importance of resource management and timing. The gameplay revolved around balancing aggressive board presence with strategic disruption to prevent others from executing their win conditions.