Jarvis and Crim have a Reanimation war - and our longest game yet! | Commander at Home Episode 82 thumbnail Blurred backdrop thumbnail
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Jarvis and Crim have a Reanimation war - and our longest game yet! | Commander at Home Episode 82

Commander At Home


Commanders featured in this Gameplay Reviewed & Verified

Deck & Commander Strategies

  • Eddie Brock // Venom, Lethal Protector

    Eddie Brock // Venom

    Focuses on reanimating low-cost creatures from the graveyard and drawing cards to generate overwhelming board presence, leveraging Venom’s ability to capitalize on card advantage and recursion.

  • Rona, Herald of Invasion // Rona, Tolarian Obliterator

    Rona, Herald of Invasion // Rona, Tolarian Obliterator

    Utilizes legendary creature and spell synergies to draw cards and cheat powerful creatures into play, building a formidable board through legendary synergy and looting.

  • Orah, Skyclave Hierophant

    Orah, Skyclave Hierophant

    Leverages cleric tribal synergies combined with graveyard recursion to generate incremental value and maintain board presence through cleric tokens and reanimation effects.

  • Fleem

    Employs discard and graveyard mayhem mechanics to cast spells from the graveyard at reduced cost, disrupting opponents and maintaining resources through graveyard interactions.

Gameplay Insights

  • 1

    Players carefully tracked graveyard contents due to the heavy reliance on reanimation and recursion effects, making graveyard management a critical aspect of the game.

  • 2

    Utilizing discard outlets and mayhem mechanics allowed Fleem's player to cast spells from the graveyard at reduced costs, creating a unique resource loop and tactical advantage.

  • 3

    Surveilling and looting effects were key in filtering draws and setting up graveyard synergies, as seen with Rona’s legendary-looting and other card filtering plays.

  • 4

    Venom’s potential to draw excessive cards posed a risk of decking out, adding tension to the player’s resource management decisions.

  • 5

    Sacrificing creatures like Insidious Fungus to destroy problematic artifacts or enchantments while drawing cards exemplified efficient use of resources and tempo control.

Notable Cards

  • Rona, Herald of Invasion // Rona, Tolarian Obliterator

    Rona, Herald of Invasion // Rona, Tolarian Obliterator

  • Insidious Fungus

    Insidious Fungus

  • Noxious Gearhulk

    Noxious Gearhulk

  • Festering Thicket

    Festering Thicket

  • Polluted Delta

    Polluted Delta

  • Undercity Sewers

    Undercity Sewers

Gameplay Summary

The game featured a high-stakes reanimation and graveyard-based battle with four players piloting synergistic commanders centered around recursion and legendary themes.

Early turns saw players developing their boards carefully, with Jarvis utilizing Rona, Herald of Invasion to leverage legendary creatures and spells, enabling card draw and cheating creatures into play.

Crim’s Eddie Brock // Venom deck focused on reanimating one-drops and drawing cards to fuel a powerful board presence.

Orah’s Skyclave Hierophant deck brought cleric tribal synergy and potential graveyard interactions, while Fleem’s discard-centric deck exploited graveyard mayhem mechanics to cast spells from the graveyard at a discount, creating a chaotic and resourceful game state.

The players carefully monitored graveyards due to the high relevance of reanimation effects and graveyard recursion in their strategies. As the game progressed, the interaction between graveyard recursion and card advantage became pivotal.

Venom’s card drawing and reanimation threatened to overwhelm opponents, but the other decks’ synergies and graveyard hate kept the board in flux.

Notable plays included strategic discards enabling graveyard plays, surveilling to filter draws, and tactical removal via sacrifice abilities.

The game extended into a long session with multiple phases of board development, resource management, and incremental advantage plays, highlighting the complexity and depth of graveyard-centered Commander gameplay.

The eventual win condition revolved around overwhelming opponents with large creatures and continuous recursion enabled by the commanders' abilities and graveyard resources.

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