Deck & Commander Strategies
Sauron, Lord of the Rings
A Grixis artifact-centered turbo pile focused on disruption and combo execution, using artifact synergies and tutors to control the board and assemble a game-winning interaction.
Dargo, the Shipwrecker & Tymna the Weaver
A Voltron build centered on sacrificing creatures to boost Dargo and generate damage, supplemented by Tymna’s card draw to maintain pressure and find key pieces.
Kodama of the East Tree
A Sultai midrange control deck leveraging tutors, disruption such as Drannith Magistrate, and wheel effects to lock opponents out of their commanders while generating card advantage.
Tayam, Luminous Enigma
A tempo-oriented deck with ramp and interaction, aiming to develop board presence quickly while disrupting opponents’ strategies and gaining incremental advantage.
Gameplay Insights
- 1
Drannith Magistrate on turn two was a key disruptive play that hindered opponents from casting their commanders, shaping the early game tempo.
- 2
Wheel of Misfortune provided crucial card advantage and helped recover from slow starts by refreshing hands for multiple players.
- 3
Dargo’s strategy of sacrificing creatures to fuel damage output combined with Tymna’s card draw kept steady pressure on the table.
- 4
Players were cautious with mulligans, balancing the need for mana acceleration and early card draw to avoid falling behind too early.
- 5
The interplay between early lockdowns and resource generation was pivotal in determining which players could assemble their win conditions.
Notable Cards
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Drannith Magistrate
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Wheel of Misfortune
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Mayhem Devil
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Demonic Consultation
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Mana Vault
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Mystic Remora
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Imperial Seal
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Recruiter of the Guard
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Orcish Bowmasters
Gameplay Summary
The game featured a competitive four-player cEDH pod with distinct strategies centered around their commanders.
Early on, the players navigated mulligans to find optimal hands with enough mana acceleration and card draw to execute their plans.
Dargo and Tymna focused on a sacrifice-based Voltron strategy, leveraging sacrifice outlets and damage dealers to build up Dargo and draw with Tymna.
Kodama’s Sultai deck aimed for value and control through tutoring and disruption, including a turn-two Drannith Magistrate to lock down opponents' commanders and a Wheel of Misfortune for card advantage.
Sauron's Grixis deck looked to utilize artifact synergy and disruption to control the board and advance its combo, while Tayam's deck contained a mix of interaction and ramp with a focus on tempo plays.
Throughout the game, players struggled with slow starts but found pivotal moments when disruption pieces like Drannith Magistrate severely hindered opponents' plans and wheels provided fresh resources.
The gameplay revolved around balancing early disruption with assembling combo pieces or Voltron to close out the game.
The interaction between early locks and wheels shaped the midgame, with players jockeying for position and leveraging their unique synergies to push toward their win conditions.