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The Slimecicle Casino is now open! Place your bets! | Commander at Home Episode 101

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Commander At Home 102 EDH Gameplay videos

Commanders featured in this Gameplay Reviewed & Verified

Deck & Commander Strategies

  • Rith, the Awakener

    Rith, the Awakener

    Ramp aggressively and flood the board with Elemental creatures, using Green Sun Zenith and other tutors to find key pieces and overwhelm opponents with tribal synergy.

  • Mr. House, President and CEO

    Mr. House, President and CEO

    Likely a control-oriented or combo deck focused on manipulating game elements and leveraging a thematic 'house' concept, possibly involving dice or chance mechanics given the dice roll references.

  • Raphael, Fiendish Savior

    Raphael, Fiendish Savior

    Tribal deck focused on Devils, Demons, Tieflings, and Imps, using tribal synergies and recursion to exert pressure and maintain board presence.

  • Orah, Skyclave Hierophant

    Orah, Skyclave Hierophant

    Cleric tribal focused on life gain and board resilience, using cleric synergies and support to outlast opponents and control the game state.

Gameplay Insights

  • 1

    The early use of Green Sun Zenith to tutor Dryad Arbor demonstrated efficient ramp and board development, enabling Rith to quickly establish elemental presence.

  • 2

    The inclusion of powerful, tournament-played cards like Primal Titan and Armageddon in a casual Commander game highlighted a unique blend of competitive and casual strategies, affecting game pacing.

  • 3

    High starting dice rolls influenced turn order and initial tempo, with Mr. House rolling an 18 but not dominating, showing that high variance did not guarantee early control.

  • 4

    Tribal synergies were central to each deck's strategy, leading to dynamic interactions and forcing players to adapt to shifting board states.

  • 5

    Life gain and cleric tribal support provided by Orah helped stabilize the board and extend the game, allowing for longer strategic planning.

Notable Cards

  • Rith, the Awakener

    Rith, the Awakener

  • Dryad Arbor

    Dryad Arbor

  • Raphael, Fiendish Savior

    Raphael, Fiendish Savior

  • Orah, Skyclave Hierophant

    Orah, Skyclave Hierophant

  • Armageddon

    Armageddon

Gameplay Summary

The Commander game featured four players piloting distinct decks: Rith, the Awakener; Mr. House, President and CEO; Raphael, Fiendish Savior; and Orah, Skyclave Hierophant.

The game began with players setting up their boards carefully, with Rith leveraging a Green Sun Zenith to tutor Dryad Arbor, showcasing his strategy of ramping and flooding the board with elementals.

Early turns focused on mana development and establishing board presence, with players drawing cards and setting up their strategies.

Mr. House rolled high on the starting roll, indicating an aggressive or controlling approach, but soon faced pressure from the others. Throughout the midgame, key moments included Rith's elemental tribal synergy developing, while Raphael's demon and devil tribal deck aimed to capitalize on tribal synergies and recurring threats.

Orah's cleric tribal deck provided strong support and resilience through cleric interactions and life gain.

The game saw strategic use of powerful tribal synergies and some competitive tournament-proven cards in a casual multiplayer setting, creating dynamic board states.

The win condition revolved around building strong tribal synergies and leveraging powerful interactions to outpace opponents, with board control and resource advantage playing critical roles.

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