Game 1 took place at War Machine's Frozen Isle Guild Hall. WM utilizes a lot of split-team strategies, so their hall choice should come as no surprise. WM's team build featured a lot of Energy denial anchored by consistent Warrior damage. iGi employed a more diverse offense that included Energy denial, Elemental damage, and Warrior attacks.
Although iGi's ability to control the flag stand would eventually earn them a strong morale position, they allowed WM to dictate the flow of the game. WM kept the battle over at the flag stand for the first twenty minutes of the game while they periodically sent a Warrior to eliminate some of iGi's archers. Although iGi sent its Air/Water E/Mo to counter the warriors with Blinding Flash and water snares, WM had already earned an NPC advantage for a Victory or Death scenario. WM began splitting into four-player groups after the 20-minute mark to force iGi to defend both the flag stand and iGi's own base. This split strategy kept iGi from attacking the Korean guild's base and allowed WM to stall for Victory or Death.
It certainly helps when your opponent makes a critical error. Despite having their archers and bodyguards in control of the flag stand area, WM found themselves cornered in their own base after Victory or Death. However, WM managed to sneak a flag over to the flag stand, capturing the stand at 32:33. Instead of continuing its assault on WM's base, where only a weakened WM team stood between iGi and WM's Guild Lord, iGi returned to the flag stand. Aided by the NPCs and a timely morale boost at 34:33, WM dispatched iGi and their Guild Lord at 35:48.