Deck Strategies
Yuriko, the Tiger's Shadow
This deck aims to deal damage through ninjas with evasion, triggering damage effects by dealing combat damage to opponents, and generating tokens or copying attackers to maintain board presence.
Oona, Queen of the Fae
A fairy tribal deck that generates incremental value through tokens like Bitterblossom and fairy lords, aiming to overwhelm opponents with wide boards and disruptive effects despite a suboptimal mana base.
Kestia, the Cultivator
An enchantment-based deck that attacks with enchantment creatures to draw cards and gain incremental advantage, using auras and synergy to strengthen its creatures and apply pressure.
Sefris of the Hidden Ways
A dungeon and initiative themed deck focusing on exploring dungeons for incremental benefits, generating value through creature synergies and mana fixing provided by the initiative mechanic.
Gameplay Insights
- 1
Crim's use of Bitterblossom generated early token advantage that pressured all opponents and synergized well with his fairy lords.
- 2
Yuriko's early flying one-drop and ability to copy attackers provided strong board presence and unblockable damage potential despite mana restrictions.
- 3
Phil's strategy to leverage enchantment creatures for drawing cards helped maintain hand advantage and apply consistent pressure.
- 4
Richard's dungeon exploration provided incremental mana fixing and value but lacked immediate board impact, making his early game slower.
- 5
The game highlighted how thematic deckbuilding with severe mana base restrictions forces players to maximize synergy and tempo rather than relying on ramp or powerful standalone spells.
Notable Cards
Bitterblossom
Hive of the Eye Tyrant
Sunken Ruins
Reflecting Pool
Summary
The game started with each player piloting decks themed around specific Magic: The Gathering planes, each with unique restrictions on card selection. Tom played a Kamigawa-themed Yuriko, the Tiger's Shadow ninja deck focused on aggressive, evasive creatures and ninja triggers. Crim ran an Oona, Queen of the Fae deck built around Lorwyn fairy tribal synergies, despite a challenging mana base of mostly basic lands. Phil piloted a Theros enchantment-focused deck led by Kestia, the Cultivator, emphasizing attacking with enchantment creatures to draw cards and apply pressure. Richard played Sefris of the Hidden Ways from Forgotten Realms, focusing on initiative and dungeon mechanics with an emphasis on creature synergies and mana fixing through the initiative ability. Early turns saw a strong tempo from Yuriko with a turn two flying attacker and Crim developing his fairy board with Bitterblossom tokens, which quickly became a key threat. The board state was highly interactive, with Yuriko's ninjas pressuring opponents and Oona's fairies proliferating. Phil's enchantment creatures started to chip away while also drawing cards, trying to stabilize. Richard worked on triggering dungeons for incremental advantage and mana fixing but lacked strong early pressure. A pivotal moment was when Crim's Bitterblossom and fairy lords synergized to generate overwhelming board presence, while Yuriko's deck sought to capitalize on unblockable ninjas. The game revolved around managing these tribal and aggressive synergies, with each player trying to leverage their thematic strengths despite limited ramp and mana challenges. The game’s outcome hinged on board control and maintaining momentum through efficient combat and card advantage.