Drogskol Captain

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dark Ascension (DKA) Uncommon

Combos Browse all

Drogskol Captain

Creature — Spirit Soldier

Flying Other Spirit creatures you control get +1/+1 and have hexproof.

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Drogskol Captain Discussion

cdkime on Pattern Recognition #86 - Custom ...

1 week ago

My thoughts on each of these cards:

gladiuslucix's Mizzium Jumper Cables:

I like this card. It's fun, has lots of synergies, and has some good flavour. That said, while I think it might be neat to build with in kitchen table and in casual commander, as noted in the article, it's not quite powerful enough to see more competitive play. Four-drops that don't immediately make a difference are pretty problematic.

Since I still like it's function, my edit would be as follows:

; and a second ability like "When Mizzium Jumper Cables enters the battlefield, you may cast target instant or sorcery card with a converted mana cost of 1 from your graveyard without paying its mana cost."

Four mana for 2 damage, and an Opt, Thoughtseize, Lightning Bolt, or Path to Exile to boot is starting to get into the "playable" realm, though I still think you generally have better things to do on turn 4. I don't think this would be too game-breaking in limited either--there are generally a lack of playable 1-mana instant or sorcery spells, particularly at common.


Ithyn's Rocky Coastline

I disagree entirely with this review. While I think this is a tad better than most enters-tapped lands, as you can use it for mana in a pinch, I think it is entirely outclassed by pretty much any other land that enters untapped. Unless I was playing a deck with good synergies, I'd rather run a fast/check/pain land as my budget option.

I don't foresee this having that big of an impact on fetch lands' cost, as Boza suggested--fetch lands are just too good, and no competitive deck is going to want to be down a mana. The kinds of people who will want this land are building on a budget, and are not in the market for fetchesanyway. There flexibility and synergies make them better than Rocky Tar Pit, but still not in the same league as fetches.

I see no reason to limit this card to basics--I think the very design provides enough limitations to its power.

That's not to say I don't like this card. I think there's a place for lands that enter tapped (budget commander; limited; standard), and I really like the flexibility of this card. That it might have some interesting discard/cycling synergies is an added plus, making a mediocre land somewhat more playable--provided you've designed your deck to use it.

So, despite my argument against it being a powerful land, I fully think it has a place in the game, and support it as-is.


Mig-El's Leftraru, Indomitable Cacique

I have a number of issues with this card, but my biggest issues come from the colour pie.

Red makes sense in this card--Red is known for giving other creatures Haste, and 3/1 stats are exactly what I expect from an aggressive red creature.

White and Black is where things fall apart.

Let's look at White first.

Right now, there is only one mono-White card that grants your creatures hexproof--Shalai, Voice of Plenty--and even she has a Green/White colour identity. In fact, looking at all the cards that grant anything Hexproof, it's pretty clear it is the Green part of her colour identity that is providing Hexproof to the creatures, and the White to you.

While Drogskol Captain Sigarda, Heron's Grace are similar to this card in effect, Sigarda, Heron's Grace runs into the same issue as Shalai, Voice of Plenty, and Drogskol Captain's hexproof seems much more in line with Blue's Lord of the Unreal than White's lack of mono-colored equivalent.

Moving on to Black--there is no reason for this card to have Black in its casting cost, other than flavour, and I don't think that is sufficient on its own.

How would I change this, while sticking with the original design idea of assissting Kaalia?

My revised copy of this card:

Indomitable Cacique

Creature - Human Berserker

Other creatures you control have haste.

Sacrifice Indomitable Cacique: Target creature you control gains indestructible until end of turn.

2/1

Breaking down the revisions. The general concept follows that of Fires of Yavimaya and Firewake Sliver. Three mana is pretty reasonable for giving your creatures haste (Goblin Chieftain, Fervor, Blur Sliver, etc.), so I think this is priced fairly well CMC wise.

The Indestructible ability is pretty reasonably costed as well--Selfless Spirit provides the same ability for , and also has two power and evasion.

The lack of legendary keeps it from being a commander--I think having an "everyone has haste" card always in-hand is problematic. While you could make an argument for a tribal limitation, that's pretty insignificant--that just creates a tribal deck where, in effect, "everyone still has haste, we're just a bit more cohesive in our type."


Those were my thoughts. Overall, though I disagree with a lot of what was said in the article, this is a pretty fun topic. It's always interesting to see what people find reasonable or not in a card.

Hydrax on Spirit Enchantment

2 months ago

First of all, I really like Spirts and I've built a very similar deck that I've had success with.

So I'm going to make some initial suggestions with explanations. My advice is coming from playtesting this deck for months and months. That being said, it is YOUR deck so feel free to play however you like!

What I believe you should take out:

Here's what I think you should add:

And here are my reasons why:

  • You want to cut down on Auras. Drawing an Aura without having a creature to equip it to feels really bad, it's a dead card. This deck should be creature-focused, all about beating your opponent down with Flying spirits occasionally buffed up with Auras; not the other way around.

  • Sovereigns of Lost Alara is a great card, but most opponents won't let you survive until you have 6 mana. This deck wants to end things very, very quickly. A Geist of Saint Traft equipped with Steel of the Godhead is a very fast clock, you really don't need to go to turn 6.

  • Without the Sovereigns, Eldrazi Conscription is also pointless.

  • Daybreak Coronet is a great card, but unfortunately it cannot be searched by Tallowisp's effect. There is a ruling that states Tallowisp can only search for cards that say "Enchant Creature" on their first line with no other words in that same line (so things like Steel of the Godhead are fine). But Daybreak Coronet says "Enchant creature with..." so unfortunately it cannot be searched.

  • You liked having the option to stall the game with Kaijin of the Vanishing Touch and Ghostly Possession, well let me tell you about Selfless Spirit and Gift of Immortality. Selfless Spirit can sacrifice itself at any time to give your whole team indestructible, so they can freely block any creature or survive damage or destruction. It's a great effect, but a Selfless Spirit enchanted with Gift of Immortality can do this EVERY TURN and there's very little your opponent can do to get out of this lock. I'd highly recommend this change above all others I've listed.

  • Swords to Plowshares because you need some reliable removal in case you run into a creature that's just giving you a lot of trouble.

  • Curious Obsession keeps your hand filled; the last thing you want is to run out of steam.

  • I'd recommend exchanging 1 Drogskol Captain for another Spell Queller. Once you have a Steel-enchanged Geist on the field, you should try to save mana for Spell Queller, because your opponent might try to kill it with a mass removal spell like Supreme Verdict. You need to be able to stop things like that with Spell Queller.

This deck could very easily be converted to Modern if you want, just switch the Brainstorm to Serum Visions or Opt and Swords to Plowshares to Path to Exile and you'll be set (but that's up to you).

Feel free to look at my deck here: Immortal Geist

I've written some pretty detailed stuff so you can get a good understanding of the deck.

As for your sideboard, I'll take a look at the Legacy metagame and get back to you, but good luck with your deck!

Silverdrake on Bant Spirits

2 months ago

Birds of Paradise, Noble Hierarch, and Vendilion Clique aren't spirits, 0/10 not on theme enough

For real though, why no Kira, Great Glass-Spinner? Basically copies 5-6 of Drogskol Captain, definitely worth imo.

SynergyBuild on Angelic Vial

3 months ago

Luckily, D&T/Hatebears isn't in the top ten decks, it isn't a real part of the meta with less than a percent of the meta, and your "Heaven on the roam. (Weenie hatebears)" isn't exactly a tuned varient of hatebears either. Your deck also it isn't weenie, but that is beside the point.

Also, "no original content"? I mean, if you are saying everyone plays the exact same hatebears deck, I'd implore you to check that statement, because Death & Taxes has some of the most varients that are still powered enough to see play.

Look at the normal mono-white hatebears builds.

There are some with just Aether Vial, Leonin Arbiter, Blade Splicer, Thalia, Guardian of Thraben, and Flickerwisp as the main core cards of the deck, with Path to Exile, and Restoration Angel, etc. Some of these run Eldrazi Displacer and Thought-Knot Seer with Eldrazi Temple and Shefet Dunes for an eldrazi package.

Some of the eldrazi and taxes decks are W/B (Which I find is one of the most common varients), while others want to run Blood Moon/Magus of the Moon and run W/R. Other W/R varients use Lightning Bolt and Simian Spirit Guide to pump out extra damage or a larger threat earlier on. Plenty of these builds run Chalice of the Void, and plenty don't.

One of my favorite varients of hatebears splashes blue. This one runs a tribal theme with Drogskol Captain and goes for a spirit tribal instead of Flickerwisps and Blade Splicer beatdown. It uses spirits because of the power given by Rattlechains with Mausoleum Wanderer and Spell Queller. Of course it runs a full playset of Selfless Spirit and a pair of Cavern of Souls with a single Moorland Haunt to provide extra value. With a full set of Path to Exile, 3-4 Thalia, Guardian of Thraben, 4 of Aether Vial, and the playset of Leonin Arbiter the deck is a hatebear deck to be sure, and I love having W/U for sideboards, because it can run Meddling Mage, Kira, Great Glass-Spinner, Negate, and Detention Sphere.

Of course there is G/W Hatebears too! Scavenging Ooze, Gaddock Teeg, Qasali Pridemage, and more for extreme value, but I already went over that prior.

Of course, these are just the two and one color lists, there was a bant one I went against, with Spell Quellers and Collected Company for some of the coolest plays I've seen, and a four color list (GWUB) with human tribal, making it seem like a 5-color humans list, but it ran the set of Leonin Arbiter, and it ran green for Gaddock Teeg, so though it ran Champion of the Parish and enough humans to warrant Cavern of Souls, it wasn't straight human tribal.

All of these lists are playable in the current meta, and none of these are top tier, let alone in the top ten decks, in fact hatebears hasn't been in the top ten for a long time if ever. If you claim you don't think any originality can exist in these decks, you are dead wrong, and if you claim you don't want a deck in the meta, then hatebears is perfect for you. Okay?

thebigragoo on Sprits of Mythic Conscription

4 months ago

I like the Spirits and Cavern of Souls mechanic. I wanted to have a threat early and a turn 4-5 finisher consistently. T1 -- Mausoleum Wanderer Ideally Cast from Cavern of Souls and Lotus Bloom T2 -- Rattlechains -- Sac Mausoleum Wanderer if need be to slow opponent. T3 -- Drogskol Captain T4 -- Sovereigns of Lost Alara sacrificing Lotus Bloom and Tutoring for Eldrazi Conscription

Vesosoft on Bystander Mode Activate

6 months ago

xyr0s:

Yeah, I'm looking at different cantrips and draw spells/mechanics to see about shrinking the virtual deck size and digging for things I need.

I'm really leaning towards cantrips. Serum Visions is definitely a top contender right now; but I'm thinking I may want to look for instant speed, so I can save my casts for my opponent's turns as much possible.

But I'm also thinking Bygone Bishop could be interesting in the deck; especially since I now am running more creatures, and all 3 cmc or lower. The only thing I'm not a fan of on this is: Bygone Bishop is a 3 cmc, can be removed, and it gives me investigation tokens I need to spend mana on to get the draw effect. More points of failure on drawing; but potentially could add way more card drawing than any of the cantrips, and it synergizes with Drogskol Captain and Rattlechains.

Hard decision, if you'll notice, my Maybeboard is stacked with cards that could give draws; so trying to narrow down to what I really want to include with the deck.

Once again, I appreciate your input and suggestion on the card drawing, and as always, your suggestion is one of the best (if not the best); just going through the motions to find the exact card I want for the deck.

Vesosoft on Bystander Mode Activate

6 months ago

Considering dropping 2 Redirect and Godhead of Awe for 3 Spell Quellers.

Id lose some speed on anything Redirect affects, and lose my one off bomb card; but now that my creatures are not so defensive, I dont think I need Godhead of Awe. A Drogskol Captain or two and my other spirits, combined with the board control spells should open up enough opportunity to beatdown the opponent, without needing to set all creatures to 1/1.

This will give me more creatures, more instant speed casts (even without Rattlechains, well one more instant speed cast), and a little more permission built into the deck.

I think a fairly good trade off; but I do love Redirect when it works...

Vesosoft on Bystander Mode Activate

6 months ago

xyr0s:

Oh, and as for the combo...Curse of Exhaustion isn't really similar to the combo; it is similar to one piece of it, but not exactly.

Eidolon of Rhetoric is played because as a spirit (so it can help with the beatdown), Drogskol Captain can protect it from targeted removal and is 1 mana less than Curse of Exhaustion. Now, Curse of Exhaustion is one sided, but I actually don't like that; I want it to affect everyone.

Jace, Unraveler of Secrets is there for his token.

With both the token and Eidolon of Rhetoric in play, my opponents (yes could be multiple in a big game) will be limited to playing 1 card per turn, and the first card per turn they cast will be countered. So, they get 0 cards per turn, unless they have a bunch of uncounterable cards; which I'm not sure how common that is, but they tend to be more expensive (cmc wise), right, so I thought it would be rarer.

Now you may be right, my combo may not be fast enough, which would suck...and that is why I wanted to build control to extend the game long enough to get the combo.

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