Deck & Commander Strategies
Akroma, Angel of Wrath
Mono-white angel tribal deck leveraging Akroma's flying, vigilance, first strike, and protection abilities to attack aggressively with a swarm of angels.
Baron Sengir
Vampire tribal deck focused on placing +2/+2 counters through combat damage and utilizing classic combat tricks and finishers like Royal Assassin to control the board.
Sakashima the Impostor
Mono-blue clone deck that copies key creatures from opponents, adapting flexibly to the board state and gaining value by mimicking powerful threats.
Kamahl, Fist of Krosa
Budget mono-green ramp deck that generates large amounts of mana to animate lands and pump creatures repeatedly, acting as a repeatable overrun effect to overwhelm opponents.
Gameplay Insights
- 1
Akroma's vigilance forces continuous attacks, putting constant pressure on opponents and limiting their defensive options.
- 2
Baron Sengir's ability to place +2/+2 counters after dealing damage incentivizes forced combats, shaping the flow of attacks and blocks.
- 3
Sakashima's cloning ability creates a dynamic threat, turning opponents' powerful creatures against them and requiring careful board management.
- 4
Kamahl serves as a mana sink and board pump, capable of turning lands into creatures and giving all creatures plus +3/+3 and trample, allowing for large, sudden swings in board presence.
- 5
The use of budget constraints on Kamahl's deck showcases how a well-constructed ramp deck can still compete effectively despite limited resources.
- 6
Players had to adapt to new Magic Online interface changes, which slightly affected early game flow and interactions.
Notable Cards
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Akroma, Angel of Wrath
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Baron Sengir
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Sakashima the Impostor
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Kamahl, Fist of Krosa
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Royal Assassin
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Elvish Mystic
Gameplay Summary
The game features a nostalgic clash between four original Commander legends: Akroma, Baron Sengir, Kamahl, and Sakashima the Impostor.
Seth pilots Akroma, building a mono-white angel tribal deck emphasizing Akroma's aggressive flying vigilance and first strike abilities.
Richard plays Baron Sengir, focusing on a vampire tribal deck centered around +2/+2 counters and combat tricks, including some classic cards like Royal Assassin.
Krim uses Sakashima the Impostor, taking advantage of cloning and copying powerful creatures on the board, aiming to mimic the other players' threats with flexible blue control.
Tomer commands Kamahl, Fist of Krosa, with a budget mono-green deck focused on ramping mana and utilizing Kamahl's ability to animate lands and pump creatures for a big overrun effect. Early gameplay highlights include aggressive board development with Akroma's angel synergy and Baron Sengir's counter-based vampire threats, while Sakashima waits to copy high-impact creatures and Kamahl ramps up mana to unleash large pump spells.
Strategic plays revolve around forcing combat, protecting key creatures, and leveraging unique commander abilities.
The game features several pivotal moments with combat damage distributing counters on Baron Sengir, Sakashima cloning critical creatures, and Kamahl generating explosive turns through mana acceleration.
The win condition seems to revolve around overwhelming opponents with either flying angel beaters, pumping a growing board state, or leveraging cloning to create multiple threats.
The interplay of these OG commanders highlights the strengths and quirks of their original designs while offering a fun and tactical multiplayer experience.