Written by Droo Pieterick
Leading up to Atlanta, Cloud, Midgar Mercenary was my Duel Commander Cup choice. It was fun, incredibly powerful, and rewarding in tough situations. The deck receives hate for having a tutor in the command zone, which increases consistency, but can feel repetitive. However, it also means choices matter more — the early tutors shape the direction of the game; an incorrect choice can result in suboptimal plays and inefficient lines. Skullclamp is one hell of a card and can bail out most mistakes.
I tested several configurations: taxes style, equipment synergies, but gravitated toward xJCloud’s list. His Cloud Deck Guide for Manafest Dread MTG gave a better understanding of the intricacies and card choices.

I will cover three primary things in the matchup recap below:
- How each match feels (favored vs unfavored)
- The early tutors
- Gameplans for the match
This is how I feel against a matchup is, right or wrong, and my plan when the opposing commander is revealed. I had Cloud, two hours of sleep on a plane, two energy drinks, Tylenol, friendship, and a Top 8 dream.
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Round 1 — Magda, the Hoardmaster 2-0
Feel: Favored
Tutors: Skullclamp first to find an answer for Magda, the Hoardmaster and bury them in card advantage. Second tutor for Sword of Fire and Ice to invalidate their removal and complicate combat.
Gameplan: Keep Magda off the board to prevent the snowball.
Nothing like traveling 1,400 miles with your friend to play round one at a convention — classic.
Game 1
I had plenty of interaction, tutored Sword of Fire and Ice, and applied enough pressure to quickly end the game, which played out exactly as theorized.
Game 2
Much more back and forth; I did not have an immediate answer to Magda and we durdle as I couldn't apply pressure. I read my opponent’s in-hand Tower of the Magistrate and played around it. However, I forgot two turns later when they used Tower to remove the equipment from my attacking creature. Luckily, Dust Bowl removed the Tower shortly thereafter and I closed the game out.

Round 2 — Juri, Master of the Revue 2-1
Feel: Favored
Tutors: Umezawa's Jitte to control the board or Skullclamp for card advantage.
Gameplan: Keep board control to minimize sacrifice synergies and exile-based removal for Juri, Master of Revue.
Game 1
I hadn't played against Juri, so I first tutor Pre-War Formalwear, thinking black/red wouldn't have access to exile-based removal. Cloud died, was Formalweared back and tutored Skullclamp. I learn I only need to draw cards rather than dance with Cloud and Formalwear.
Game 2
I was in the driver’s seat before they stuck and transformed Sephiroth, Fabled SOLDIER after clearing the board. I exiled Sephiroth and the game became a grind.
We traded removal, I fought through Sephiroth emblem drain triggers, and survived via Jitte life gain but I exercised rule 104.3A to save time.
104.3a A player can concede the game at any time. A player who concedes leaves the game immediately. That player loses the game.
Game 3
My opponent mulled to five. I first tutor Skullclamp, bury them in card advantage, preventing them from ever establishing a board.

Round 3 — Shanna, Purifying Blade 2-1
Feel: ???
Tutors: Not Pre-War Formalwear.
Gameplan: My opponent, Andrew Katz, has a Choco Deck Guide. The match more pleasantries and chatter than tight gameplay on my part.
Game 1
We kept shaky hands; I should have mulliganed. I did not know what to expect beyond Bant good stuff. I died from Andrew controlling my board and beating down with a Bristly Bill, Undermountain Adventurer, and Birds of Paradise.
Game 2
I mulled to five. I first tutor for Skullclamp to rebuild. Andrew cast Survival of the Fittest to tutor True-Name Nemesis. I ask which player he chooses and got unlucky.
True-Name turned down my aggression. Andrew cast Bright-Glass Gearhulk, tutoring Mockingbird. With a Hand of Vecna in-hand and a small window to one-shot, I missed my land drop and felt the game slip away.
Mockingbird copied Brightglass, tutored another two cards to pitch to Survival. On the final turn, I removed a Bright-Glass, equipped Sword of Fire and Ice to get through True-Name, and Mother of Runes helped bypass the second Gearhulk to steal the game.
Game 3
I was stuck on lands, but Stifled my opponent’s ability to assemble the Nadu combo. He tutored for True-Name Nemesis again, and I died.

Round 4 — Light-Paws, Emperor’s Voice 2-0
Feel: Favored
Tutors: Skullclamp to find the removal. Follow-up Jitte for future Light-Paws, Emperor's Voice.
Gameplan: Find removal for a Light-Paws early.
Game 1
I removed Light-Paws multiple times but my pressure was slow and grueling with Doomed Travelers.
Game 2
I mulliganed to five and needed to tutor for Skullclamp to answer Light-Paws. The opponent aura-farmed an early Light-Paws. I had Cathar Commando ready against a Flickering Ward effect, but they got aggressive with Daybreak Coronet. Luckily, I found a Lay Down Arms for Light-Paws and closed shortly after.

Round 5 — Aragorn, King of Gondor 1-1-1
Feel: Unfavored (though my opponent thought Cloud was favored)
Tutors: Skullclamp early. Andúril, Narsil Reforged or Sword of Fire and Ice later.
Gameplan: I needed Skullclamp to stick to outdraw Aragorn, King of Gondor. They had many 1-for-1’s to stabilized behind the Monarchy.
Game 1
This was a WILD 40-minute game one. I stuck an early Skullclamp and drew copious cards off Doomed Traveler effects. I applied minimal pressure and navigated a massive Murktide Regent to a stalemate.
On their last two cards, my opponent cast Gitaxian Probe to see my six lands and On Thin Ice. With the coast clear, they cast Forth Eorlingas! for nine against my lonely Drannith Magistrate and Doomed Traveler. I Skullclamed to stabilize at two life with a Parallax Wave and Sword of Fire and Ice.
Despite them only needing one burn spell, but I miraculously closed the game.
Game 2
I tutored Skullclamp, which was met by Force of Negation. Without being able to play a card-advantage game against their early 5/5 Murktide Regent, I raced with various equipped creatures.
I have the game won with Puresteel Paladin holding Sword of Fire and Ice and other equipment, but it Got Lost. I could win on my next turn, but their last two cards were burn spells.




















