Deck Strategies
Eriette of the Charmed Apple
Control the board by enchanting opponents’ creatures with auras to prevent attacks and planeswalker activations, then win through incremental life drain based on the number of auras controlled.
Jasmine Boreal of the Seven
Deploy a straightforward army of vanilla creatures that lack abilities but rely on simple combat pressure and numbers to overwhelm opponents.
Lathril, Blade of the Elves
Build a large elf tribal board by creating tokens and use the commander’s ability to tap elves to drain opponents’ life and gain life, winning through attrition and token synergies.
Kaust, Eyes of the Glade
Play creatures face down to create uncertainty and use the commander’s ability to flip them strategically for card draw and combat advantages, blending deception with value generation.
Gameplay Insights
- 1
Kaust’s use of face-down creatures and hideaway cards added an element of surprise and forced opponents to guess and adapt their combat decisions.
- 2
Lathril’s ability to tap multiple elves to drain life created a powerful alternate win condition beyond combat damage.
- 3
Eriette’s strategy of enchanting creatures to prevent attacks disrupted typical combat flows and increased the effectiveness of life drain.
- 4
Vanilla creatures under Jasmine’s control pressured the board with sheer numbers but required careful positioning to avoid being overwhelmed by synergy-based decks.
- 5
Players leveraged fetch lands and ramp spells effectively to accelerate their game plans and maintain card advantage.
Notable Cards
Dark Confidant
Marsh Flats
Shadowy Backstreet
Mosswort Bridge
Summary
The game began with each player establishing their board state according to their unique commander strategies. Jasmine Boreal of the Seven focused on deploying a straightforward army of vanilla creatures, emphasizing simplicity and board presence without relying on complex abilities. Lathril, Blade of the Elves quickly started building an elf tribal board, creating tokens and leveraging her ability to tap elves to drain life from opponents. Kaust, Eyes of the Glade introduced a more mysterious approach by playing face-down creatures and utilizing his commander’s ability to flip them for surprise effects, drawing cards and controlling combat dynamics. Meanwhile, Eriette of the Charmed Apple aimed to control the battlefield through auras, restricting opponents' attacks and draining life incrementally to gain advantage. Early gameplay saw strategic land plays and ramp, with players using fetch lands and card draw engines like Dark Confidant and Silven Library to maintain momentum. Kaust’s use of face-down creatures and the hideaway mechanic created uncertainty and tactical depth, while Lathril steadily increased her elf army size to threaten a lethal life drain. Eriette’s enchantment-based control forced players to reconsider attacking, setting up for a gradual win through life drain. Jasmine’s vanilla creatures provided constant pressure but required careful timing to avoid being overrun or blocked by more synergistic decks. The game’s pivotal moments hinged on Lathril’s ability to tap down elves for damage and Kaust’s surprise flips, with Eriette’s aura-lock further shaping combat interactions.