Deck Strategies
Frodo, Sauron's Bane
A thematic Lord of the Rings deck focused on incremental value, control elements, and leveraging commander damage to chip away at opponents.
Muxus, Goblin Grandee
A goblin tribal token deck aiming to flood the board with goblin tokens and enhance them with powerful goblin lords for aggressive combat and overwhelming presence.
Thrun, the Last Troll
A big creature deck that emphasizes resilience and straightforward aggression, aiming to grow a large threat and swing out to secure damage.
Chatterfang, Squirrel General
A squirrel tribal deck focused on creating a massive token army quickly using Earthcraft and Chatterstorm to ramp mana and multiply tokens for a lethal swarm.
Gameplay Insights
- 1
Utilizing Earthcraft with untap abilities on creatures allowed Chatterfang's player to generate massive amounts of mana and tokens quickly, creating a board state difficult to answer.
- 2
Muxus took advantage of double strike and token triggers to deploy multiple goblin lords, significantly enhancing the strength and speed of the goblin swarm.
- 3
The players engaged in tactical alliances and selective targeting, exemplified by the choice to allow certain attacks to trigger beneficial abilities or to avoid retaliation.
- 4
Early ramp plays like Soul Ring and Signets accelerated the deployment of threats and token generators, setting the pace for midgame aggression.
- 5
Damage from commanders and creatures was carefully managed to not only reduce opponents' life totals but also to maximize triggered abilities and token creation.
Notable Cards
Earthcraft
Chatterstorm
Warren Instigator
Goblin Warchief
Tireless Provisioner
Orzhov Signet
Forgotten Cave
Summary
The game featured four distinct decks, each leveraging a unique tribal or thematic synergy. Early turns saw players establishing their board presence with ramp and token generators. Chatterfang's player quickly established a squirrel army supported by Earthcraft, enabling explosive mana untapping and token generation. Meanwhile, Muxus, Goblin Grandee focused on deploying goblin tokens with key goblin lords like Krenko's Kingpin and Goblin Warchief to boost their board. Frodo, Sauron's Bane aimed to leverage a Lord of the Rings flavor with incremental value and control elements, while Thrun, the Last Troll adopted a big creature strategy with resilience. The board state became increasingly crowded as players developed their tokens and creatures, setting up for a potentially chaotic midgame. Key moments included Chatterfang's use of Earthcraft and Chatterstorm to multiply squirrel tokens, rapidly escalating their board presence and mana capabilities. Muxus capitalized on double strike and token synergy to summon multiple goblin lords, putting pressure on opponents. The interplay of damage and token generation led to shifting alliances and strategic targeting, with players weighing the benefits of attacking and forming temporary truces. The game revolved around managing board states with tribal synergies, maximizing token production, and leveraging combat damage triggers to outpace opponents. The win condition centered on overwhelming the table with tokens and creatures, backed by key combo pieces and tribal buffs.