Deck Strategies
Myrkul, Lord of Bones
A token-focused deck that aims to generate and maintain a board full of token creatures, leveraging Myrkul's ability to create and revive tokens for sustained pressure and value.
Jodah, the Unifier
A five-color value deck centered around casting large, random legendary creatures with cascade mechanics, focusing on overwhelming the board with powerful creatures rather than heavy interaction.
Kenrith, the Returned King
A five-color deck featuring a secret secondary commander, utilizing wheel effects and card draw engines to disrupt opponents and generate value through card advantage and resource denial.
Ayara, First of Locthwain
A mono-black aristocrats deck that sacrifices creatures to drain opponents’ life and generate card advantage, relying on incremental value and board presence without relying on board wipes.
Gameplay Insights
- 1
Seth’s use of Doom to Center as a recurring blocker and token generator was pivotal in keeping him alive while building towards a big threat with Hatred.
- 2
Phil’s Jodah deck relied heavily on cascade triggers to cheat out large legendary creatures, creating unpredictable board states but lacking consistent interaction to protect those creatures.
- 3
Crim’s secret secondary commander in the Kenrith deck added a layer of surprise and gimmickry, leveraging wheel effects for card advantage and disruption.
- 4
Richard’s mono-black Ayara deck lacked board wipes, which made it challenging to reset the board against token-heavy or large creature strategies, emphasizing careful board management.
- 5
Players were aware of the potential threat of cascade chains and tutor effects, influencing decisions about which creatures to remove or protect during key moments.
Notable Cards
Hatred
Ragavan, Nimble Pilferer
Undead Augur
Blood Moon
Mind Stone
Summary
The game featured four viewer-submitted decks led by Jodah, the Unifier; Kenrith, the Returned King; Myrkul, Lord of Bones; and Ayara, First of Locthwain. Early gameplay saw aggressive board development with token producers and utility creatures, with Seth focusing on a token-themed Myrkul deck aiming to stabilize and deploy Myrkul effectively after a previous early demise. Phil's Jodah deck sought to leverage high-value, multicolor creatures but lacked heavy interaction, making him a potential target. Crim piloted a five-color Kenrith deck with a secret secondary commander, emphasizing wheel effects and card draw synergies, which introduced an element of unpredictability. Meanwhile, Richard's Ayara deck played a mono-black aristocrats style, emphasizing sacrifice and incremental value generation through Ayara's abilities. A key turning point was the interaction around token generation and board control, especially with Seth's Doom to Center and hatred synergies that threatened to explode in damage. The game had moments of tension as players debated removing powerful blockers and tutors, and the presence of cascade effects in Jodah's deck hinted at potential explosive plays. However, the absence of board wipes in Ayara's deck left it vulnerable to larger threats. The game progressed with players carefully navigating threats, maintaining board presence, and attempting to disable strong enemy creatures, culminating in a dynamic clash of multi-color value and tribal synergies.