MAMTG cEDH s2 E14 | cEDH Gameplay | Krark x Sakashima v Tevesh x Thrasios v Thras x Krark v Selvala thumbnail Blurred backdrop thumbnail
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MAMTG cEDH s2 E14 | cEDH Gameplay | Krark x Sakashima v Tevesh x Thrasios v Thras x Krark v Selvala

Moderately Anonymous MTG


Commanders featured in this Gameplay Reviewed & Verified

Decklists

Deck & Commander Strategies

  • Kodama of the East Tree Sakashima of a Thousand Faces

    Kodama of the East Tree and Sakashima of a Thousand Faces

    A proactive value engine deck focusing on casting both commanders to generate continuous card draw and ramp, leveraging permanents entering the battlefield to maintain an unstoppable value advantage.

  • Tevesh Szat, Doom of Fools Thrasios, Triton Hero

    Tevesh Szat, Doom of Fools and Thrasios, Triton Hero

    An adaptive midrange deck with heavy interaction and counterspells, aiming to control the board while assembling Protean Hulk and other combo pieces to close the game.

  • Thrasios, Triton Hero Krark, the Thumbless

    Krark, the Thumbless and Thrasios, Triton Hero

    A storm-centric artifact deck that uses Krark's trigger to copy spells, increasing storm count and value, combined with high-impact instants and sorceries to outvalue opponents and win through storm finishers.

  • Selvala, Heart of the Wilds

    Selvala, Heart of the Wilds

    A green ramp deck that generates large amounts of mana through creatures and treasures, aiming to cast massive threats and combos that leverage high mana production for a decisive win.

Gameplay Insights

  • 1

    Using Guardian Augmenter to double triggered abilities significantly increased value and tempo for the Krark storm player.

  • 2

    Players carefully managed triggers from Mystic Remora and Ristic Study to maintain card advantage while navigating counterspell threats.

  • 3

    Selvala's use of Swordtooth and Tireless Provisioner to generate treasures created a strong mana base that pressured opponents.

  • 4

    Despite some bad luck with die rolls affecting spell copying, the Krark player continued to leverage artifact synergies and spell recursion for board presence.

  • 5

    Slaughter Pact was used strategically to avoid losing to Mystic Remora triggers, showcasing how players navigated resource management under pressure.

Notable Cards

  • Mystic Remora

    Mystic Remora

  • Sylvan Library

    Sylvan Library

  • Arbor Elf

    Arbor Elf

  • Guardian Augmenter

    Guardian Augmenter

  • Vampiric Tutor

    Vampiric Tutor

  • Slaughter Pact

    Slaughter Pact

  • Tireless Provisioner

    Tireless Provisioner

Gameplay Summary

The game began with each player setting up their mana base and deploying early value engines such as Mystic Remora and Sylvan Library.

Kodama and Sakashima focused on building a card draw engine by casting both commanders and playing ramp creatures like Arbor Elf and synergistic lands like Cradle of Growth.

Tevesh Szat's deck aimed to build a controlling midrange presence with counterspells and interaction, while Krark and Thrasios leveraged storm and spell-copying synergies with artifacts like Chrome Mox and spells like Crop Growth to generate value and increase storm count.

Selvala's strategy revolved around ramping into large mana pools and casting big threats, using creatures like Swordtooth and Tireless Provisioner to create treasures and generate additional resources. A pivotal moment came when Krark's player successfully cast Guardian Augmenter, which allowed doubling triggers and synergized with the storm theme, escalating the tempo significantly.

Despite some unlucky die rolls that prevented creating multiple copies of key spells, the game saw aggressive treasure generation and mana ramp from Selvala’s side, with players using spells like Crop Growth and Mog Salvage to maintain momentum.

The game featured tight interactions including counterspell usage and resource management around triggers from Mystic Remora and Ristic Study, keeping players on edge.

The ongoing battle for board presence and card advantage hinted at an eventual storm or combo finish from the artifact and spell-heavy decks, with the green ramp decks aiming to stabilize and close out with large creatures or combo sequences.

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