Deck Strategies
Kenrith, the Returned King
The Kenrith deck strategy revolves around utilizing the versatile abilities of the commander to control the board state and gain incremental advantages.
Wilhelt, the Rotcleaver
Wilhelt aims to generate and sacrifice zombie tokens to trigger beneficial effects and overwhelm the opponents.
Zedruu the Greathearted
Zedruu's strategy is to donate detrimental permanents to the opponents using the commander's ability, while benefiting from card draw and life gain.
Karazikar, the Eye Tyrant
Karazikar seeks to manipulate combat, forcing opponents to attack each other while benefiting from the ensuing chaos.
Gameplay Insights
- 1
The Zedruu player's decision to steal Kenrith with Gilded Drake and then donate Fires of Invention significantly impacted the game, altering the balance of power.
- 2
The Zedruu player's spell lock combo with Decree of Silence and Solemnity was a game-changing moment, effectively limiting the other players' ability to cast spells.
- 3
Maximus' use of Kenrith's abilities demonstrated how the deck can adapt to various board states, maintaining his presence despite the Zedruu player's disruptive actions.
- 4
Kevin's aggressive playstyle with Karazikar illustrated the deck's strategy of forcing opponents into disadvantageous combat situations.
Notable Cards
Gilded Drake
Fires of Invention
Decree of Silence
Solemnity
Nine Lives
Summary
In this gameplay video, the match begins with the players strategically setting up their board states. Zedruu player starts off strong, casting key spells and stealing Kenrith, the Returned King with a Gilded Drake. Zedruu player then uses the commander's ability to donate away the Fires of Invention to Kevin. Kevin, playing Karazikar, the Eye Tyrant, is forced to adapt to the changing board state, going on the offensive and forcing Zedruu to goad. Maximus, playing Kenrith, manages to maintain his presence on the board, using his commander's abilities to his advantage. However, the game takes a turn when the Zedruu player casts Decree of Silence and Solemnity, creating a spell lock combo that prevents the opponents from casting more than three spells. The game ends before we see the full impact of this combo.