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Commander Clash S5 E7: Double Tribal! (Karador vs. Purphoros vs. Riku vs. Sliver Overlord)

Welcome back to Commander Clash! A straightforward Tribal Week would be a bit bland for Commander Clash so we decided to kick it up a notch! Instead of picking just one Tribe to build around, each deck will feature two Tribes! It's Double Tribal Time! Richard couldn't join us for this game and the next, so taking his spot again is Tom! Here's what we've got:

  • Seth builds a gigantic mess of random abilities that somehow go fit together with Slivers and Allies led by Sliver Overlord
  • Tom summons his Humans to continue fighting for him beyond the grave as Spirits, led by Karador, Ghost Chieftain
  • Tomer tries to make Moonfolk yet again, this time adding Wizard support and a bunch of copy effects with Riku of Two Reflections
  • Vincent takes it upon himself to speed up our slow games, burning everything down with Goblins that pray to Purphoros, God of the Forge

We've got very different strategies this week! Let's find out who snags victory! But first, a quick reminder: if you like Commander Clash. and other video content here on MTGGoldfish, make sure to subscribe to the MTGGoldfish Youtube Channel to keep up with the latest and greatest.

Seth's Deck (Sliver Overlord)


Tom's Deck (Karador)


Tomer's Deck (Riku)


Vince's Deck (Purphoros)


Post-Game Thoughts

We had some interesting decks this week. Kudos to Vince for stepping up and filling the Aggro role this week; this season has been too slow and durdly even for my tastes now that Tom is no longer in the main roster, so it's up to the rest of us to get proactive and knock life totals down. Purphoros does an excellent job of that, even though he (deservedly) gets hated out first while doing so.

My favorite deck from this week though was Tom's deck: I've never seen Humans mixed with Spirits before but he found some sweet synergies and made it work nicely.

As for my deck: ugh. It was lame, poorly constructed, and not up to par with the rest of the table. I have no one to blame but myself for its poor performance. I keep trying to make Moonfolk work, and this week came with some great ideas like adding Wizard tribal support since all but one Moonfolk are also Wizards, and Green does allow for more Land synergies (Burgeoning / Avenger of Zendikar) that play off Moonfolk's land-bounce activations, but I took a step back going all-in on Twincast cards. The deck had no defense, little interaction, and lacked the speed to ignore running board resets. I'll do better ... next week!


Next Week: Anything Goes!

No theme restriction next week: just whatever we want to play. And yes, I'm running Moonfolk one last time! Next week's deck is by far the best and most tuned Moonfolk deck that I've ever built, and best of all it contains ALL 13 of the Commander-legal Moonfolk (sorry, Erayo, Soratami Ascendant) so nobody can complain that I'm not running enough of them! I think you'll be impressed with the list and even if you aren't, I promise I will stop playing Moonfolk after this for a good long while.

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