Bad Goyfs EP 2: Ty (Ardenn/Rograkh) - Sam (Lord Windgrace) - T.I. (Liberator) - Noah (Shorikai) thumbnail Blurred backdrop thumbnail
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Bad Goyfs EP 2: Ty (Ardenn/Rograkh) - Sam (Lord Windgrace) - T.I. (Liberator) - Noah (Shorikai)

Bad Goyfs


Commanders featured in this Gameplay Reviewed & Verified

Deck & Commander Strategies

  • Lord Windgrace

    Lord Windgrace

    Leverages land discard and recursion to generate card advantage and value, aiming to stabilize the board with land synergies and powerful planeswalker abilities.

  • Ardenn, Intrepid Archaeologist Rograkh, Son of Rohgahh

    Ardenn, Intrepid Archaeologist / Rograkh, Son of Rohgahh

    Focuses on aggressive equipment-based combat, using Ardenn's ability to attach multiple equipment to a single creature for large, fast damage with Rograkh as a potent attacker.

  • Liberator, Urza's Battlethopter

    Liberator, Urza's Battlethopter

    Voltron deck that uses artifact ramp and equipment with flash to quickly build a highly powered-up commander capable of dealing lethal damage.

  • Shorikai, Genesis Engine

    Shorikai, Genesis Engine

    Artifact synergy and combo-oriented, discounting artifact spells and copying creatures to develop a strong board presence and create game-winning combos.

Gameplay Insights

  • 1

    Ty's use of Rograkh and Ardenn with Colossus Hammer early on created significant early combat pressure, forcing defensive plays from opponents.

  • 2

    T.I. maximized artifact synergies by playing Liberator alongside ramp artifacts and multiple equipment, enabling flash casting and creating a large, resilient Voltron threat.

  • 3

    Noah's Shorikai deck utilized artifact discounting and token creation through copies of Foundry Inspector, escalating his board presence rapidly and enabling powerful plays at reduced mana cost.

  • 4

    Sam's Lord Windgrace provided crucial land recursion and card draw, aiming to maintain resources and stabilize amidst aggressive combat from the other players.

  • 5

    Key interaction occurred with removal spells targeting powerful equipment like Colossus Hammer to blunt aggressive damage and shift board control.

  • 6

    The dynamic between fast aggro equipment decks and artifact combo players created tension in the game, with each player needing to balance offense and defense carefully.

Notable Cards

  • Colossus Hammer

    Colossus Hammer

  • Stoneforge Mystic

    Stoneforge Mystic

  • Hammer of Nazahn

    Hammer of Nazahn

  • Wishclaw Talisman

    Wishclaw Talisman

  • Foundry Inspector

    Foundry Inspector

  • Machine God's Effigy

    Machine God's Effigy

  • Red Elemental Blast

    Red Elemental Blast

Gameplay Summary

The game began with a relatively slow start, with players setting up their mana bases and casting early utility creatures and artifacts.

Sam on Lord Windgrace focused on land-based recursion and card advantage, leveraging his planeswalker's abilities to discard and draw, and recover lands from the graveyard.

Ty piloted a partner duo of Rograkh and Ardenn, utilizing Rograkh's aggressive stats and Ardenn's ability to move equipment and auras at the start of combat, setting up early board pressure with equipment like Colossus Hammer.

T.I.

played a Voltron-style deck with Liberator, Urza's Battlethopter, ramping with artifact lands and spells to equip his commander with powerful equipment that grant flash and resilience, threatening to end the game quickly through combat damage.

Noah on Shorikai used artifact synergies and combo potential, ramping heavily and discounting artifact spells with creatures like Foundry Inspector, and generating copies of key creatures via Machine God's Effigy and Impostor Mech, creating a board state filled with efficient threats and discounts on spells.

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