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Magic the Gathering – Commander Night Playback – The Return of King Kenny

There’s nothing quite like a knock-down, drag out battle where every player gets the chance to take command of the game at least once. Three decks, all of the same relative power level, making strong plays, and sowing fear and excitement into their competitors.

This was the exact kind of match that we had in our EDH game yesterday, and I’m still thinking about how incredible it was.
Instead of adhering to our usual Cockatrice budgetless deck construction, I made the choice to run the version of Kenrith that I had built for myself in real-life, with the intention of playing it at Anthrocon (RIP travel plans). While the deck’s paper variant does run a few tutors, I swapped them out for some cards in the maybeboard to adhere to our table’s rules.
The partners were the first to get on the board with a turn one Serra Ascendant. With it’s boosted stats, much of the early game had both Macar and myself on the back foot as we were unable to answer the threat as Tymna/Kraum flooded the board quickly and neither of us had good way to address the problem. And with cards like Watcher of the Spheres, Emeria Angel, and Shabraz, the Skyshark, their board was getting dicey.

Kraum was also performing work, dealing out a large amount of commander damage, but his innate haste made it difficult to stop him from swinging while Tymna kept her pilot aflush with cards. From the outset, Macar and I had to team up to avoid death. I managed to snag Serra Ascendant by using my Hostage Taker and casting it. 

When the partners sent a portion of their horde towards me, Kenrith’s ability, bolstered with the extra mana from Dictate of Karametra pushed my life back above 30 so I could use the Ascendant to block. They had a Jeskai Charm ready to bounce it back to their library, but at least I still took the moral victory by blindsiding them with that play.

Meanwhile, Macar was slowly chipping away at the flying army we were both up against. That all changed when the fire nation atta- I mean when they dropped Nevinyrral’s Disk. Thanks to their board state, they were able to use it skillfully. They were able to use Clock of Omens, and the gold they had build up with Macar, to untap the Disk immediate on the turn it was played. Additionally, they were able to crew enough vehicles to activate the Westvale Abbey on their board, transforming it into Ormendahl, Profane Prince before wiping the board. And as luck would have it, all of that commander damage made Kraum and Tymna the more tempting target for Ormendahl’s wrath.

This brought both of them in a stand-still, which allowed me enough time to regroup before I made my next move, replaying Kenrith, dropping a Smothering Tithe, and building up a stack of treasure. In order to further their dominant position, Macar summoned an Archfiend of Depravity. It was a mistake I would make them regret making.

With my newfound reserves, I deployed Syr Konrad, the Grim and resurrected my Hostage Taker using Kenrith’s ability. Apparently, an indestructible demon summoned through blood sacrifice is no match for a pirate with a cutlass. Sure, I would not be able to cast him because he turns back into Westvale Abbey, but that also means that when I had to sacrifice her to the Archfiend’s ability, it would come back as a land, instead of a 9/7 creature with a ton of powerful keywords.

Sadly, my little synergy wouldn’t last too long, since Macar had one last trick up their sleeve. Back when we were still united against the partners, I had allowed them to swing in with Conqueror’s Galleon to transform it into Conqueror’s Foothold, which they used to bring back their Clock of Omens. Additionally, they used brought back Macar and used Ashnod’s Transmogrant on it.
This allowed them to enter a loop. Since Macar was now an Artifact, Clock of Omens could tap him and another untapped artifact, targeting Macar with the untap effect. This would cause Macar to untap, which allows him to exile a creature and create a Gold token. Said token and Macar could then be tapped to untap Macar, allowing him to exile every creature on board.

One Time Wipe later, and we were good to be started once more. My first order of business after that was to use my Ashen Rider to exile the Clock of Omens. On the following turn, I managed to play my Deadeye Navigator and flicker my Ashen Rider enough times to take care of all the remain threats on board, including the Foothold and an Inspiring Statuary.

Through the two of them were able to use a Crackling Doom and a removal effect to kill both creatures, and Bojuka Bog away my grave, it was too late. Both of them were running on fumes, and thanks to Kenrith and my mana reserves, I was able to make up the difference and close out the game with a few final swings.

This is the kind of Commander game that I can’t get enough of. Everyone was having a great time, and we all had a chance to show off what our decks are capable of. Moreover, I am relieved to see that this deck I built in paper, although not fully optimized with the big budget staples and fetch lands, is more than capable of holding it’s own without while still being fun to play against. My fear was that it would either be so strong that no one would want to play against it, or so weak that it couldn’t compete, so seeing such an excellent match play out brings me no end of joy.

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Magic: The Gathering – Commander Night Playback – Photo Finish with Nethroi

We’re back with another Commander Night Playback. And naturally, I wouldn’t be coming at you with a new build than my playgroup gracious allowed me to test out.

Thanks to the combination of Ikoria and Commander 2020 coming out at the same time, my mind has been aflutter with new build ideas. In particular, I became enamored with the new legendary creatures in Abzan (White/Black/Green) colors. For this match, I brought in Nethroi, Apex of Death, with a deck focused around making the most of his mutate ability to accrue value after every one is running low of resources.

My opponents were Sygg, River Cutthroat, Lukka, Coppercoat Outcast, and Kykar, Wind’s Fury. And before you ask, we do allow planeswalkers as commanders at my table. (One day, they’ll just be legal, but until then I’ll always be arguing in favor of them.)

The game started out well for me, with ramping with Birds of Paradise on the first turn. While it’s obviously not as good as the turn 1 Sol Ring from Sygg, none of the other players weren’t ramping at all.

Unfortunately, I otherwise wasn’t doing much either. Lukka had a Loyal Apprentice on board, but without a commander is was just a vanilla 2/1 with haste, and no one was worrying much about that. Meanwhile, Sygg managed to get on board with Faerie Vandal. Running vehicle tribal, Kykar had a couple of them out, but nothing available to crew them with. On turn 4, they were first to deploy their commander.

Sadly for them, I was playing lands and otherwise only had a Birds of Paradise on board. So when my turn up, I felt like I had to make some sort of move just to have a blocker out. The only creature I had in hand was Ravenous Chupacabra. With Kykar the highest value creature on board, it was the easy target for my creatures ETB trigger. I’d say I felt bad, but everyone who knows me would know I’d be lying.

The next few rounds were marked by Sygg’s casting of Painful Quandary. At this point, every was running low on cards in hand, making casting every spell a difficult choice. Lukka was brave enough to take a life loss on the chin to deploy their commander, and this is where the fun began. With the commander on board, Loyal Apprentice created a thopter token during combat. Using that fodder, they used Lukka’s -2 to exile the token, putting the topmost creature of their deck onto the battlefield in its place. Fortunately for the table, the card they got was Dragon Mage.

Once Dragon Mage swung in at Kykar, who let it happen voluntarily, all of us obtained a new hand, which Kykar immediately used to cast Austere Command and wipe out Painful Quandary and all 4-cmc or higher creatures. I lost my Chupacabra, but honestly I was happier with it in my grave than on board.

At this point, it was time for me to make my move. With the total of 8 mana I had access to on Turn 7, I played 2 creatures which would go on to define my playstyle for the rest of the match: Tayam, Luminous Enigma and Luminous Broodmoth. As long as their player has a decent crop of creatures on the board, their synergy is extremely powerful.

I took advantage of this synergy on my following turn by evoking a Shriekmaw, then casting Mentor of the Meek and Sakura-Tribe Elder. And while that seems scary, Lukka was making themselves and even bigger target by cheating out creatures like Utvara Hellkite and Combustible Gearhulk. Thanks to Lukka’s +1, they also had a Kiki-Jiki, Mirror Breaker in exile ready to be cast should they obtain a combo piece.

While this didn’t really matter to me, since I had had a small detachment of flying creatures with vigilance I could bring back, including Shriekmaw to destroy any huge red creatures that dared to come after me. Sygg, on other other hand, was seeing two large forces mount around them. My tiny beaters certainly scared them, but the large flying dragons that could easily chew through their remaining life total was certainly more of a pressing concern. Combined with my pitifully low hand size, this was probably why they swung an Invisible Stalker over at Lukka, using it to Ninjustu in a Slient-Blade Oni.

The card Sygg used their oni to steal was of no consequence, but Lukka accidentally misread the effect, showing all of us their hand. What I saw made my heart drop: Mimic Vat. Part of this is due to my own misreading of the card. I had somehow forgotten that Mimic Vat can only exile one creature at a time, and that when it exiles a new creature the previous one is deposited back into the graveyard.

Now, this is still a problem because Mimic Vat could’ve exiled the cards that died before Luminous Broodmoth could resurrect them with a flying counter. But it’s significantly less of a problem than “They can now exile everything that dies”, which was the exact thought going through my head. And while Sygg was certainly growing in threat, losing my synergy made Lukka a top priority. As I kept swinging, removing flying counters from my aerial forces so that my Broodmoth would reanimate them, I was fortunately that my opponent did not realize they could negate my strategy, and allowed me to resurrect my forces while slowly chipping away at theirs.

Since I just drew it, and I had the mana to hard cast it, I decided to start heralding in the end of the game by playing Multani, Yavimaya’s Avatar. At this point, Kykar had to bow out of the game due to prior obligations, but the rest of us kept on.

Adding to my good fortunate, Silent-Blade Oni swung in again at Lukka, with a Rogue’s Passage making it unblockable. By stealing an Abrade and using it on Mimic Vat, they were, in their words, “undoing [their] mistake”. Fostering the war between Sygg and Lukka wasn’t intended, but with the sole threat to my game plan out of the way I was much more comfortable closing the game out.

When my next turn came along, I immediately mutated Nethroi onto my Multani, swinging at Lukka at kill them and mobilizing the rest of my forces against Sygg to take them both out. Without an answer, Lukka moved to surrender on Cockatrice. That was a mistake on their part, because Sygg came in with a good-ol’ Cyclonic Rift. Although an unsurrender option exists on Cockatrice, it does not save your board state, meaning Lukka was effectively out of the game.

Using my remaining mana, I played my Birds of Paradise and Sakura-Tribe Elder once more, pitching a ton of reanimation targets for Nethroi next turn, throwing him back into the command zone in fear of it getting stolen thanks to Silent-Blade Oni. Setbacks aside, I was sitting pretty… until they played a Quietus Spike on Invisible Stalker. It didn’t kill me, but it absolutely hurt even worse than seeing my Broodmoth on the enemy’s side of the board.

Fortunately, thanks to all my Tayam triggers and the discarding I had to do at the end of last turn, I had all the tools I needed to finish off my adversary. By mutating  Nethroi onto Birds of Paradise, I was able to reanimate a ton of black creatures along like my Chupacabra, Yawgmoth, and Gary Asphodel. Destroying my Broodmoth and swinging in for 5 lifelink damage was the last bit I needed in order to turn the game in my favor.

Nethroi performed well above my expectations, and I am extremely happy with the deck. Looking at the list, I realize that a ton of cards I chose to include are dirt cheap, so I feel like this is something that could be reasonably built in paper. In many ways, it reminds me of my Muldrotha deck in how easily in get make effective and efficient use of the graveyard to recur and recycle powerful effects. Additional, it’s like Muldrotha in that it doesn’t require the commander to come out frequently. Nethroi is more of a finisher than anything else, giving the deck late game reach it might not otherwise have.

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