QUEST FOR THE JANKLORD AoI Part III, Vol.1 | EDH Gameplay Featuring Princess Weekes & Rachel Weeks thumbnail Blurred backdrop thumbnail
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QUEST FOR THE JANKLORD AoI Part III, Vol.1 | EDH Gameplay Featuring Princess Weekes & Rachel Weeks

QUEST FOR THE JANKLORD


Commanders featured in this Gameplay Reviewed & Verified

Personality featured in this Gameplay

Deck & Commander Strategies

  • Dalakos, Crafter of Wonders

    Dalakos, Crafter of Wonders

    Utilizes equipment and artifact synergies to generate incremental value and board presence, leveraging Dalakos’s ability to generate mana and cast spells efficiently while equipping powerful artifacts to creatures.

  • Grakmaw, Skyclave Ravager

    Grakmaw, Skyclave Ravager

    Aggressive midrange tribal deck focused on sacrificing creatures and exploiting graveyard interactions to maintain board control and pressure opponents.

  • Kunoros, Hound of Athreos

    Kunoros, Hound of Athreos

    A lifegain and attrition-oriented deck that pressures opponents by taxing creature spells and leveraging life-drain effects to stabilize and chip away at opponents’ life totals.

  • Fumiko the Lowblood

    Fumiko the Lowblood

    A janky, damage-focused deck that gains value from self-inflicted damage and aggressive creature attacks, often using equipment and enchantments to maximize damage output.

Gameplay Insights

  • 1

    Use of Vance's Blasting Cannons to exile creatures repeatedly disrupted opponents’ board development while replenishing card advantage.

  • 2

    Casting Isolation Cell and Ether Sting effectively punished opponents for playing creatures, slowing down the game and applying consistent damage over time.

  • 3

    Aggressive equipping of Bone Horde to key creatures like Sturmgeist maximized damage output at the cost of self-inflicted damage, demonstrating a high-risk, high-reward strategy.

  • 4

    Rule of Law was played to limit spell casting, forcing players to carefully prioritize their plays and slowing down more explosive strategies.

  • 5

    Players strategically chose when to attack or hold back, balancing damage dealt with the risk of retaliation, especially under taxing enchantments and taxing equipment effects.

Notable Cards

  • Vance's Blasting Cannons // Spitfire Bastion

    Vance's Blasting Cannons // Spitfire Bastion

  • Prying Blade

    Prying Blade

  • Harsh Mentor

    Harsh Mentor

  • Isolation Cell

    Isolation Cell

  • Rule of Law

    Rule of Law

  • Glorious Anthem

    Glorious Anthem

  • Sturmgeist

    Sturmgeist

  • Slimefoot, the Stowaway

    Slimefoot, the Stowaway

Gameplay Summary

The game began with players establishing their mana bases and early defenses, with some initial low-impact plays like casting ramp artifacts and small creatures.

The battlefield gradually became more interactive as players deployed equipment such as Prying Blade and Bone Horde, and enchantments like Ether Sting and Isolation Cell to apply incremental pressure and tax opponents for playing creatures.

A notable sequence involved Vance's Blasting Cannons repeatedly exiling creatures, disrupting board presence while drawing cards.

Players also took damage from various self-inflicted sources and enchantments, illustrating the high-risk, janky nature of the strategies involved. As the midgame progressed, aggressive plays and combat damage started shaping the board state, with players swinging creatures like Nahab and activating various abilities to chip away at opponents’ life totals.

The introduction of rule-limiting enchantments such as Rule of Law slowed down the pace, forcing players to carefully consider each spell cast.

The game showed signs of a slow bleed-out style of victory through incremental damage, taxing opponents' resources and leveraging equipment and creature synergies rather than explosive combos.

The tension built around managing life totals and board control hints at a win condition focused on attrition and incremental advantage rather than a sudden game-ending combo.

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