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We Play Marvel Super Heroes | Commander Clash

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MTGGoldfish Commander 284 EDH Gameplay videos

Commanders featured in this Gameplay Reviewed & Verified

Deck & Commander Strategies

  • Daredevil, Man Without Fear

    Daredevil, Man Without Fear

    Utilizes exile synergies and aggressive equipment to control the board and steadily deal damage, aiming to outpace opponents with incremental value and removal.

  • The Unbeatable Squirrel Girl

    The Unbeatable Squirrel Girl

    Focuses on creating a wide squirrel tribal board state with +1/+1 counters and myriad triggers, aiming to combo off and overwhelm opponents with large numbers of tokens.

  • Tony Stark // The Invincible Iron Man

    Tony Stark // The Invincible Iron Man

    A red-white deck that uses artifacts like Mindstone for ramp and control elements to stabilize the board while deploying efficient creatures and spells to maintain tempo.

  • The Fantastic Four

    The Fantastic Four

    Built exclusively around four-mana cards to maximize synergy with the commander’s triggered abilities, generating blockers, direct damage, and card advantage to dominate the midgame.

Gameplay Insights

  • 1

    The Fantastic Four deck’s commitment to a single mana value theme allowed repeated triggering of powerful abilities that generated blockers, dealt damage, or drew cards, creating a strong board presence and tempo advantage.

  • 2

    Daredevil's Billy Club was used both as a source of direct damage and a means to grant menace and buff creatures, though it came with the drawback of dealing damage to its wielder, requiring careful life management.

  • 3

    Squirrel Girl’s strategy relied on steadily building squirrel tokens with myriad and +1/+1 counters, aiming to create overwhelming board states for a combo finish.

  • 4

    The use of 'Adventure' with suspend enabled ramp and delayed plays, allowing the Fantastic Four player to accelerate into their four-drop curve efficiently.

  • 5

    Players were attentive to mana colors and avoided overlaps that could lead to counterplay, such as avoiding Boros colors with Deadpool to prevent unfavorable interactions.

  • 6

    The Fantastic Four’s ability to create 0/4 walls with defender while dealing damage to opponents pressured multiple opponents simultaneously, forcing them to respond quickly or lose tempo.

Notable Cards

  • Daredevil's Billy Club

    Daredevil's Billy Club

  • Hawkeye, Master Marksman

    Hawkeye, Master Marksman

  • Temple of the False God

    Temple of the False God

  • Scurry of Squirrels

    Scurry of Squirrels

  • Monumental Henge

    Monumental Henge

  • Scavenger Grounds

    Scavenger Grounds

Gameplay Summary

The game began with players quickly establishing their boards with mana sources and early creatures.

The Fantastic Four deck focused on a unique theme where all non-land cards had a mana value of exactly four, enabling consistent midrange plays and powerful triggered abilities that generated blockers, dealt damage, or drew cards.

Meanwhile, Daredevil's deck leveraged exile synergies and aggressive equipment plays to chip away at opponents while maintaining board presence.

Squirrel Girl opted for a combo-centric strategy, utilizing squirrel tribal synergies and efficient mana acceleration to build toward a game-winning combo.

Tony Stark's deck, playing red and white, aimed to control the board while deploying impactful creatures and artifacts, including a Mindstone ramp to accelerate into key plays. A key turning point occurred when the Fantastic Four player cast their commander, triggering multiple beneficial effects and threatening opponents with repeated damage and board presence.

Daredevil's player used their equipment to deal incremental damage while managing their life total carefully.

Squirrel Girl steadily developed a growing army of squirrels with +1/+1 counters and myriad triggers, increasing pressure on the table.

The game was marked by careful resource management, with players leveraging their commanders’ unique abilities and synergies to outpace each other.

The Fantastic Four deck's ability to generate blockers and deal damage simultaneously created a strong tempo advantage, while Daredevil's exile tactics and Squirrel Girl’s combo potential kept the game dynamic and interactive.

Ultimately, the interplay of steady value generation and timely aggression defined the game’s flow, with each deck pursuing its distinct win condition.

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