Deck Strategies
The Ur-Dragon
Cast numerous dragons to trigger eminence abilities, draw cards, and cheat powerful dragons into play, aiming for overwhelming board presence and mana ramp to cast big spells.
Arahbo, Roar of the World
Leverage cat tribal synergies with eminence to boost other cats, use equipment to control combat, and apply continuous pressure through aggressive, trample-enhanced attacks.
Edgar Markov
Aggressively produce vampire tokens and pump them with anthem effects to maintain board dominance and pressure opponents early and often.
Inalla, Archmage Ritualist
Utilize wizard tribal synergies and eminence triggers to generate value, control the board, and enable combos to outpace opponents.
Gameplay Insights
- 1
The Ur-Dragon deck’s eminence ability provided powerful card draw and the ability to cheat dragons into play, making it a critical engine for generating board presence quickly.
- 2
Arahbo’s cat tribal deck used equipment and eminence to tap down blockers and grant trample, effectively breaking stalemates and enabling damage through defenses.
- 3
Edgar Markov’s vampire tokens created early board pressure, forcing opponents to respond quickly or risk being overwhelmed.
- 4
Inalla’s wizard synergies and eminence allowed for flexible responses and value generation, balancing between control and combo potential.
- 5
The presence of cards that could prevent multiple blockers or exile creatures after damage created tension around attacking decisions and defensive plays.
Notable Cards
The Ur-Dragon
Dragonlord Atarka
Herald's Horn
Meren of Clan Nel Toth
Arahbo, Roar of the World
Inalla, Archmage Ritualist
Edgar Markov
Summary
The game featured a four-player battle with the Commander 2017 preconstructed decks: The Ur-Dragon, Edgar Markov, Arahbo, Roar of the World, and Inalla, Archmage Ritualist. The Ur-Dragon deck showcased its powerful dragon synergy, with cards like The Ur-Dragon itself, which provided card draw and board presence through eminence triggers and massive flying creatures. Key cards such as Oka Gachi, Vengeful Kami, and Dragonlord Atarka made The Ur-Dragon deck a formidable force, with a focus on casting numerous dragons and leveraging their collective power. Arahbo's Cat tribal deck emphasized aggressive board development with eminence boosting other cats and granting trample and power boosts, supported by new standout cards like Meren of Clan Nel Toth and equipment that allowed for controlling the flow of combat by tapping defending creatures. The deck used synergy and incremental advantage to overwhelm opponents. Meanwhile, Edgar Markov's Vampire tribal deck leveraged fast, aggressive vampire tokens and a vampiric anthem effect to maintain pressure. Inalla's Wizard tribal deck focused on leveraging eminence and wizard synergies for value plays, likely through combo or value-based interactions to control the board and outvalue opponents. Throughout the game, the Dragon deck's ability to draw cards and cheat permanents into play created significant advantage, but the Cats deck's control elements and combat tricks kept the board in flux. The game revolved around managing aggressive tribal synergies, careful timing of powerful dragon spells, and leveraging eminence triggers to maximize board impact. The interplay between these strategies created pivotal moments, especially when large dragons hit the battlefield or when the cats' control elements stifled opponent attacks, setting the stage for a climactic finish based on exploiting tribal synergies and commander eminence effects.