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Ben Brode's heroic Spiders-Man take on the villainous CovertGoBlue | Commander at Home Episode 80

Commander At Home


Commanders featured in this Gameplay Reviewed & Verified

Personalities featured in this Gameplay

Deck & Commander Strategies

  • Catilda, Dawnhart Prime

    Focuses on human creatures that tap to generate mana, building incremental advantage through tapping synergy and tribal human interactions to control the battlefield and generate value.

  • Hydro-Man, Fluid Felon

    Hydro-Man, Fluid Felon

    A mono-blue ramp and control deck maximizing island count and classic blue spells like Gush, aiming to control the game with counters and card advantage while accelerating mana to deploy threats.

  • The Seriema

    The Seriema

    Leverages legendary creatures and the ability to search for them on entering the battlefield, protecting them with indestructibility and turning the commander into a flying threat to dominate the skies.

  • Ghired, Conclave Exile

    Ghired, Conclave Exile

    Token-focused deck that copies creatures and then populates those tokens to flood the battlefield with rhinos and other creatures, aiming to overwhelm opponents through sheer numbers and synergy.

Gameplay Insights

  • 1

    Sanctum of Eternity was used effectively to return commanders to hand during the player's turn, allowing for repeated ETB effects and value generation.

  • 2

    Hydro-Man’s deck capitalized on maximizing islands to ramp and cast powerful blue spells, maintaining control over the game state with counterspells and card draw.

  • 3

    Ghired’s ability to populate tokens repeatedly created a growing board presence that pressured opponents and could quickly swing the game in his favor.

  • 4

    The Seriema’s synergy with legendary creatures and its ability to grant indestructibility to tapped legendaries provided strong protection against board wipes and removal.

  • 5

    Catilda’s tapping mechanic for mana generation encouraged an aggressive tempo strategy with human creatures, aiming to build board presence and resource advantage.

Notable Cards

  • Sanctum of Eternity

    Sanctum of Eternity

  • Gush

    Gush

  • Agent of Treachery

    Agent of Treachery

  • Hate Mirage

    Hate Mirage

Gameplay Summary

The game featured four players piloting distinct decks with thematic and strategic differences.

Ben Brode played a Catilda, Dawnhart Prime deck focused on human creatures with an amusing 'spiders and mans' theme.

His deck revolved around tapping creatures and generating value from human tribal synergies.

CovertGoBlue piloted Hydro-Man, Fluid Felon, a mono-blue ramp and control deck centered around maximizing islands, ramping mana, and leveraging old-school blue staples like Gush to outvalue opponents and control the board.

The Seriema deck utilized legendary creatures heavily, with an emphasis on searching for and protecting legendary creatures, turning the commander into a flying indestructible threat that could safeguard other legendaries.

Ghired, Conclave Exile’s deck focused on populating tokens, particularly rhino tokens, and leveraging token copying and synergy to flood the board with creatures and overwhelm opponents.

Early turns included setting up ramp and board presence, with players aiming to assemble their key synergies.

Notable moments included activation of Sanctum of Eternity for commander recursion, enabling repeated value generation, and the interplay of blue’s counterspells and ramp delaying opponent aggression.

The game unfolded as a dynamic contest of board development, with Ghired’s token strategies clashing against blue’s control and Catilda’s tapping-based human interactions.

The win condition likely leaned on either Ghired’s overwhelming token army or CovertGoBlue’s island-based control finishing with value and tempo advantage, while Catilda aimed to chip away with human tribal synergies and The Seriema sought to leverage legendary protection and threats.

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