Deck Strategies
Arabella, Abandoned Doll
Utilizes artifact and token synergies to generate value and ramp, setting up combos for explosive plays and board presence.
Cosima, God of the Voyage // The Omenkeel
A mono-blue vehicle tribal deck that leverages The Omenkeel’s combat damage to exile cards from opponents' libraries, gaining access to extra lands and card advantage while applying pressure with vehicles.
The Swarmweaver
Generates a massive number of insect tokens with deathtouch, aiming to dominate combat and control the board through overwhelming numbers.
Winter, Misanthropic Guide
A Jund exile-based deck that ramps and recurs artifacts, disrupting opponents with spells like Factor Fiction and leveraging artifact synergies for card advantage and control.
Gameplay Insights
- 1
The Omenkeel's ability to exile cards from the top of opponents' libraries upon dealing combat damage provided a steady stream of additional lands and card filtering, creating an advantage in resources.
- 2
Swarmweaver’s strategy to build a large token army with deathtouch insects forced opponents to consider blocking carefully or face heavy losses.
- 3
Winter’s use of artifact recursion with Emery, Lurker of the Loch and card disruption via Factor Fiction helped maintain pressure and recover key pieces.
- 4
Arabella’s Inspired Tinkering to exile the top cards of the library and generate treasure tokens accelerated mana development and allowed for flexible resource usage.
- 5
The interaction between vehicles and artifact synergies, especially crewing The Omenkeel with Silver Mirror, created efficient combat threats that pressured opponents early.
Notable Cards
Ignoble Hierarch
Inspired Tinkering
Loyal Apprentice
Myriad Landscape
Summary
The game began with players setting up their mana bases and early plays reflective of their deck strategies. The Omenkeel player focused on vehicle synergies, quickly deploying The Omenkeel itself and leveraging its ability to exile cards from opponents' libraries upon dealing combat damage, gaining access to extra lands and card advantage. The Swarmweaver player started developing a token army with insect creatures featuring deathtouch, aiming for a swarm-based board presence. Meanwhile, Winter, Misanthropic Guide utilized a Jund color combination to exile cards and ramp, while Arabella, Abandoned Doll worked towards assembling combos with artifact and token synergies. As the game progressed, key turning points included The Omenkeel player successfully crewing their powerful vehicle to pressure opponents and exile significant portions of their libraries, generating tempo and resource advantage. The Swarmweaver player began building an overwhelming number of insect tokens to control the board through combat, while Winter executed artifact recursion plays with cards like Emery, Lurker of the Loch and cast spells like Factor Fiction to disrupt and gain advantage. Arabella’s player developed a board with creatures such as Ignoble Hierarch and utilized spells like Inspired Tinkering to ramp and generate treasure tokens, setting up for later impactful plays. The dynamic interactions among exile effects, token generation, and artifact recursion created shifting board states, with the Omenkeel and Swarmweaver decks applying constant pressure through their respective synergies. The game’s flow centered around maximizing value from each deck’s unique mechanics, with win conditions revolving around overwhelming board presence, card advantage through exile and artifact synergies, and recurring threats from graveyards.