Deck & Commander Strategies
Zinnia, Valley's Voice
Zinnia's deck focused on quickly ramping up mana and flooding the board with tokens to overwhelm the opponents.
Flubs, the Fool
Flubs' deck aimed to ramp quickly, draw cards, and utilize the commander's ability to cast spells from exile to build up board presence.
Clement, the Worrywort
Clement's deck strategy involved recurring creatures to generate value and disrupt opponents' plans.
Kastral, the Windcrested
Kastral's deck aimed to control the board and generate value from bird creatures while applying steady pressure on opponents.
Gameplay Insights
- 1
Tom's early ramp and subsequent token generation with Zinnia and Siege-Gang Commander set him up for a commanding lead.
- 2
Extra's usage of Flubs' ability to cast spells from exile contributed to his ramp and board state, but it wasn't enough to catch up with Tom.
- 3
Sam's attempt to disrupt Tom's momentum by destroying his Sol Ring with Reclamation Sage and further using Acidic Slime to take down Command Tower was a noticeable effort to level the field.
- 4
John's choice to flash in Aven Mindcensor had potential to disrupt opponents' search effects, but it came too late to significantly affect the outcome.
Notable Cards
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Command Tower
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Zinnia, Valley's Voice
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Cultivate
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Reclamation Sage
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Flubs, the Fool
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Siege-Gang Commander
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Path to Exile
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Acidic Slime
Gameplay Summary
The game kicked off with an aggressive start, particularly from Tom, who played Zinnia, Valley's Voice and ramped up rapidly.
Extra, playing Flubs, the Fool, also ramped up and tried to keep pace with Tom.
Sam, commanding Clement, the Worrywort, and John, with Kastral, the Windcrested, had slower starts.
The turning point was when Tom amassed a large number of tokens, enabling him to launch a devastating attack on the rest of the table.
Despite efforts by the other players to catch up or disrupt Tom's momentum, it was too little too late.
Tom's overwhelming token army took out the rest of the table, securing him the victory.