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Wild and Crazy Game! | Magic The Gathering EDH Gameplay | Commander's Conclave EP98

Commander's Conclave


Commanders featured in this Gameplay Reviewed & Verified

Deck & Commander Strategies

  • Megatron, Tyrant // Megatron, Destructive Force

    Megatron, Tyrant

    Leverages artifact sacrifice to deal incremental damage and generate mana, flipping between a controlling spell-locking form and an aggressive vehicle form to pressure opponents and control the board.

  • Urza, Lord High Artificer

    Urza, Lord High Artificer

    Builds a large artifact army using cheap artifact creatures and convoke spells, supported by card advantage engines like Mystic Forge to overwhelm opponents through artifact synergy and efficient mana usage.

  • Chulane, Teller of Tales

    Chulane, Teller of Tales

    Focuses on casting multiple small creatures to draw cards and ramp lands, aiming to outvalue opponents with continuous creature drops, synergistic hate bears, and maintaining a strong board presence.

  • Admiral Beckett Brass

    Admiral Beckett Brass

    Pirate tribal strategy that deals combat damage to multiple opponents to steal and convert their permanents into pirates, enabling rapid tempo swings and board control through theft and aggressive attacks.

Gameplay Insights

  • 1

    Megatron’s mechanic of flipping post-combat to add colorless mana and deal damage via artifact sacrifice created multiple layers of threat and forced opponents to carefully consider blocking and removal timing.

  • 2

    Urza’s use of Mystic Forge to continuously cast cards from the top of the library enabled consistent card advantage and resource efficiency, amplifying his artifact-based aggression.

  • 3

    Chulane’s ability to draw cards and ramp lands on cast creatures provided steady incremental advantage, allowing him to keep pace with faster artifact-centric strategies while deploying hate bears to disrupt opponents.

  • 4

    Admiral Beckett Brass's strategy of dealing damage with multiple pirates to steal permanents introduced dynamic political tension, as players had to weigh blocking decisions and target priorities to avoid losing key resources.

  • 5

    Early land drops and mana fixing, including fetch lands and dual lands, were critical for enabling the multicolor decks to operate smoothly and execute their plans without color screw.

  • 6

    Players balanced aggression and resource development, often holding back from full commits to avoid triggering Megatron’s potent post-combat ability or Urza’s artifact synergy combos.

Notable Cards

  • Megatron, Tyrant // Megatron, Destructive Force

    Megatron, Tyrant // Megatron, Destructive Force

  • Mystic Forge

    Mystic Forge

  • Crucible of Worlds

    Crucible of Worlds

  • Bloom Tender

    Bloom Tender

  • Birds of Paradise

    Birds of Paradise

  • Inventors' Fair

    Inventors' Fair

  • Prismatic Vista

    Prismatic Vista

  • Isolated Chapel

    Isolated Chapel

Gameplay Summary

The game featured four distinct Commander archetypes clashing in a dynamic multiplayer environment.

Early turns saw players establishing their mana bases and laying down key artifacts and creatures, setting the groundwork for their strategies.

Megatron, Tyrant utilized its unique flip mechanic to control the board by sacrificing artifacts to deal damage and generate additional mana, effectively functioning as a modular threat and missile launcher.

Urza, Lord High Artificer ramped aggressively with artifact synergies, aiming to overwhelm opponents with an army of artifact creatures supported by convoke spells and card advantage from Mystic Forge.

Chulane, Teller of Tales focused on casting numerous small creatures to draw cards and ramp lands, building towards a large board presence with synergistic creatures and hate bears to disrupt opponents.

Admiral Beckett Brass pursued a pirate tribal strategy, dealing combat damage to multiple opponents to steal and convert their permanents into pirates for quick value and tempo swings. Key turning points included the deployment of high-impact artifacts like Mystic Forge and Crucible of Worlds, which allowed for efficient card filtering and land recursion.

Megatron's ability to flip during combat phases and deal targeted damage forced opponents to play carefully, while Urza's artifact army presented a constant pressure.

Chulane's combo of creature casting and land drops helped maintain card advantage and board presence, and Beckett Brass's end step stealing created shifting board states that required constant attention.

The game’s tempo swung back and forth with players balancing aggression and resource management, ultimately showcasing the power of artifact synergy, token generation, and political plays in multiplayer Commander.

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