Deck & Commander Strategies

Borborygmos and Fblthp
This deck leverages landfall and aggressive damage through its commander’s ability, supported by strong card draw engines like Mystic Remora to outpace opponents. It aims to generate board presence and combo off by discarding lands or casting spells to trigger Borborygmos' damage potential.

Krark, the Thumbless
A storm combo deck that uses efficient rituals, cantrips, and interaction to build up a storm count and combo off with Krark’s ability. It uses Mystic Remora for card advantage and seeks to chain spells for a lethal storm finish.

Tymna the Weaver
A political and value-oriented deck that uses Tymna’s card draw from combat damage to maintain pressure and advantage. It tries to control the board and out-value opponents through incremental advantage and synergies.
Gameplay Insights
- 1
Both Borborygmos and Krark players chose to show restraint in feeding their opponents’ Mystic Remoras, prioritizing their own card advantage while limiting the opponent's draw.
- 2
The concession of the Tymna player due to connection issues shifted the game from four to three players, easing the pressure on the remaining players and changing the tactical landscape.
- 3
The use of Mystic Remora by aggressive decks like Borborygmos highlights how control of early enchantments can dictate the tempo and card flow in cEDH matches.
- 4
The game emphasized the importance of maintaining board presence while managing card draw tax, a delicate balance in competitive multiplayer games.
- 5
Transparency measures like dual-camera setups, showing player hands and playmats, were noted as positive for maintaining integrity and viewer engagement during online tournaments.
Notable Cards
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Mystic Remora
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City of Brass
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Gemstone Caverns
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Imperial Seal
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Mount Doom
Gameplay Summary
The game started with Borborygmos and Fblthp on the play, quickly establishing a strong early presence with Mystic Remora to draw cards and generate advantage.
The pod included a mix of aggressive and combo-oriented commanders, with notable interaction around the use of Mystic Remora between Borborygmos and the Krark, the Thumbless player.
Both players demonstrated restraint in how they fed the Remoras, balancing card draw against maintaining board presence.
A critical early moment occurred when the player piloting Tymna the Weaver (seat 3) experienced connection issues after cracking a fetch land and subsequently chose to concede for personal reasons, significantly altering the pod dynamics and easing pressure on the remaining players.
The game then transitioned into a three-player free-for-all with focus on leveraging card advantage and managing the tempo established by the early enchantments.














































































