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Legendary Creature — Human Soldier Hero
Throw ... — {3}, Unattach an Equipment from Captain America: He deals damage equal to that Equipment's mana value divided as you choose among one, two, or three targets. ... Catch — At the beginning of combat on your turn, attach up to one target Equipment you control to Captain America.
“Volley Equipment for burst damage while smashing with a 4/4 hero.”
Captain America is all about leveraging Equipment as both a combat tool and a damage engine. Your gameplan revolves around building a toolbox of Equipment, attaching them to the Captain for evasion and power, then using his Throw ability to convert those Equipment into direct damage. The Catch half lets you churn through your Equipment every combat turn, turning them into repeatable resources rather than one-shot artifacts.
You'll want a mix of cheap, impactful Equipment (especially ones with utility like Kaldra Compleat or Colossus Hammer for scaling damage) and card draw/tutoring to find them. The deck functions as a tempo-focused midrange strategy: swing in with a huge Captain, then sacrifice Equipment for burst damage before blocks resolve. Since Captain is a 4/4 for three mana with evasion potential, he's a legitimate clock on his own, and the Throw damage just closes out games faster.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip pricey Equipment like Kaldra Compleat and Colossus Hammer; use Bonesplitter, Greatsword, and Embercleave instead—they're effective and under $2 each.
Inclusion = % of Captain America, First Avenger decks running this card. +lift = percentage-point boost over the format average.
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