Deck Strategies
Inferno of the Star Mounts
Ramp mana quickly to cast large dragons that deal massive damage and are difficult to counter, winning through aggressive flying burn.
Mr. House, President and CEO
Generate artifact creature tokens and treasures by rolling dice, leveraging these tokens for ramp and board presence to outvalue opponents.
Miirym, Sentinel Wyrm
Create non-legendary copies of legendary dragons to flood the board with powerful threats, exploiting the commander’s ability to bypass legendary rules.
Six (Seven)
Utilize land recursion and retrace to consistently replay permanents, creating sustained value and resource advantage to grind out the game.
Gameplay Insights
- 1
Using a d20 instead of standard dice allowed Mr. House's controller to reliably generate artifact tokens and treasures, accelerating ramp.
- 2
Miirym’s ability to create non-legendary copies of legendary dragons broke normal rules and created a large board presence quickly.
- 3
Six’s retrace mechanic on all permanents enabled repeated land drops and recursion, ensuring steady resource replenishment.
- 4
Players prioritized early land drops and ramp spells like Kodama’s Reach and Wayfinder to accelerate their gameplans efficiently.
- 5
Esper Sentinel was played early to tax opponents’ non-creature spells, generating card advantage through taxing their spells.
- 6
Tactical combat swings were carefully calculated, with attacks spreading pressure across multiple opponents to maximize damage output.
Notable Cards
Mr. House, President and CEO
Inferno of the Star Mounts
Miirym, Sentinel Wyrm
Kodama's Reach
Esper Sentinel
Glittering Stockpile
Pendelhaven
Grow from the Ashes
Summary
The game featured four players piloting wildly creative and large Commander decks, with each player showcasing a unique strategy centered around their commanders. One player led a mono-red dragon deck focused on ramping mana aggressively to cast big dragons and unleash massive damage that can't be countered, aiming for a high-impact win through large burn spells and flying threats. Another player used Mr. House, a Fallout-themed commander who generates artifact creature tokens via dice rolls, creating a steady stream of board presence and treasure tokens to ramp further. The third player piloted Miirym, Sentinel Wyrm, an enemy-colored dragon commander that creates non-legendary dragon copies of legendary creatures, breaking the usual legendary rule to overwhelm opponents with multiple threats. The last player controlled Six/Seven, a custom character proxy commander that manipulates lands and permanents with retrace, enabling continual recursion and resource advantage by discarding lands and replaying them, providing a unique grind and value engine. Early turns involved setting up mana bases with various lands, playing value creatures like Kodama's Reach and Wayfinder, and starting to build board states with dragons and artifact tokens. Key moments included deploying Mr. House and leveraging his dice-roll mechanic for explosive growth, and the gradual accumulation of dragons that triggered card draw and counters. The game was punctuated by tactical attacks and resource management, with players carefully sequencing land drops, ramp spells, and combat to maximize their commanders' abilities. The diverse decks and mechanics led to an engaging multiplayer clash emphasizing big creatures, resource recursion, and synergies between dragons and artifacts.