|Commander / EDH||Legal|
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|Magic 2015 (M15)||Rare|
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Creature — Kithkin Soldier
First strike (This creature deals combat damage before creatures without first strike.)
Whenever Preeminent Captain attacks, you may put a Soldier creature card from your hand into play tapped and attacking.
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Preeminent Captain Discussion
2 weeks ago
Preeminent Captain can't chain its ability onto another Preeminent Captain, so I'm not sure if you want more of those. You'll dump your hand a little faster but the lack of card advantage hits you quickly. If it was me building it I would drop the Kor Skyfisher and Armored Ascension in favor of more 1-drop creatures. Some for your consideration are Soldier of the Pantheon, Dryad Militant, War Falcon, Skymarcher Aspirant and Kytheon, Hero of Akros Flip. I would consider Light from Within and Return to the Ranks as finishers as well.
1 month ago
You need to work out what you want this deck to do, dude.
For example - you're running Champion of the Parish but a lot of non-human cards. For him to be effective, you really either need mono-humans (so either cut out the other stuff, or cut him). Likewise, you have Preeminent Captain but a bunch of non-soldier cards for it to interact with. You need to refine down what you're actually trying to do, and stick to a plan.
Then, you have waay too much high-costing cards. Modern is a fast format and you can't really effectively run all those big costing spells. Personally you should drop all the 5 and 6 drops, and reduce your 4-drop spells down to a maximum count of around 4-5 tops.
Once you have a plan that you're able to stick with, and have cut the cards that are too high in cost, you should be able to get this down to the recommended size of 60 cards easy (a heads up you probably only want to be running around 24 lands for this 60 card deck).
3 months ago
Ok, so I'm seeing a deck that wants arcane adaptation and descendants path to drop big spells. Fair enough.
I highly reccomend more 1 and 2 drop creatures. Making sure that your t3 Descendants' Path hits something turn 4 is valuable. But how to assess those creatures is important. You want to be sure you have big creatures on top of your deck, and you want to avoid needing arcane adaptation where possible.
To do this, is best to assess a small set of cards you'd be using together rather than a lot of individual cards. Getting a set of cards that work well together is better than a bunch of disparate parts- getting a set which acts as a backup plan to arcane adaptation is even better.
One method to find these sets of cards is to look at what creature type you want to name with Arcane Adaptation and go all in on it.
Pretty much every tribe has big game-changing spells and 1 drops that work well. I'd focus on tribes that like stalling/controlling the game (Spellstutter Sprite lists), Protecting their own creatures (spirits/illusions), or already cheat their big stuff in (Preeminent Captain and Incandescent Soulstoke). There are plenty of tribal lists on this site to raid for ideas.
Changeling tribal is a neiche option which I'll mention here- Mothdust Changeling, Shields of Velis Vel etc- there are Haakon, Stromgald Scourge/Basal Sliver/Skeletal Changeling combo lists you can raid for ideas.
The second way is to look for things that can get value out of your big spells.
Looking at CMC matters is another- Nourishing Shoal, Blast of Genius, Kindle the Carnage, Nahiri's Wrath and so on all offer ways for your big spells to impact the game when you aren't casting them for free.
The final option is other Arcane Adaptation combos, to improve card quality by building in redundancy. Turntimber Ranger and any creature goes infinite if you name ally, Haakon, Stromgald Scourge and Ashes of the Fallen, Myr Turbine and tons of creatures, Quest for Ula's Temple and Inkwell Leviathan is a thing.
The big thing is to pick one plan, and stick to it. Its a lot more difficult to disrupt three spells doing the same thing than three different things. Fix your mana curve with a smooth 'I want this or this t1, this or this t2, and this or this t3' plan, and it'll run smooth.
Good luck, and happy brewing!
5 months ago
6 months ago
I love white weenie decks. This looks like a particularly fun iteration!
I would drop the Chaplain's Blessing, it just feels out of place here.
Launch and Coup both have great late game potential when youre sitting on a turn without much else to spend mana on.
7 months ago
Maybe Alliance of Arms since the symmetry is wildly skewed toward you. Brimaz, King of Oreskos is a g, Deploy to the Front is just wins the game (unless there's a board wipe) by the time you can cast it. Entrapment Maneuver can just DESTROY voltron. Hero of Bladehold is also a g, Nomads' Assembly is also just a win.
Also Preeminent Captain. That is all.
Happy brewing, and best of draws to you.
8 months ago
Weirdly I have been playing mono-white soldiers against much more competitive decks, and the key I originally thought was the synergy of Preeminent Captain and Captain of the Watch, and swinging as fast as possible.
I used creatures like Brimaz, King of Oreskos and Field Marshal, along with Dryad Militants and Soldier of the Pantheon for added bonus. The issue was that Captain of the Watch was a dead card, so I added Windbrisk Heights in the deck, but the deck was too cluttered and failed.
I built a tempo deck requiring hard mulligans, using a 1-2-3 play set up that was simple.
Turn One: Plains, (Whatever, a Soldier of the Pantheon, I don't care)
Turn Two: Plains, Lightning Greaves
This deck was the best I could get with that synergy, it was consistent enough and it killed about as well as I could get, but it still had a 38% win rate against top tier modern decks, and that was on average, some decks I couldn't ever beat, others couldn't really beat me. It wasn't great, nor was it fun.
I thought about my strategy more, and decided to drop the idea that I have to win in that method, look at How an Army Wins! for my thought process, just ran two Captain of the Watch, and played aggro to win. It worked for a while, getting closer to 40%, which might not sound like a lot better, but it felt better, since I was much more interactive, I had to respond to the board state, not just hope my pieces aligned.
I ended up stumbling upon Thalia's Lieutenant and Champion of the Parish, thought, meh, Preeminent Captain, Dryad Militant, Raise the Alarm all don't get benefits, but then looked at all of the things it did get, and thought about their power level, I tested a version of the deck based around them, Human Soldiers and was like... dang.
The deck performed great in play testing. Tested it in person, and got closer to a 45% win-rate, not great, but for mono-white soldiers to go nearly toe to toe against Death's Shadow Aggro, Zoo, Jeskai Control, and Tron, I felt good.
I went more into the aggro human tribal versions, around the time Five color humans became a deck, where I wasn't thinking colors were the issue, but mana in a different sense, I built my best version of mono-white soldier tribal, which wasn't even soldier tribal, nor human-soldier tribal, it was human-soldier-ally. Human Ally Soldier Tribal?
This was fun, but I was like... four tribes? I mean warriors have Mardu Woe-Reaper and Dragon Hunter... No. People told me I needed to stop, before I went human-soldier-ally-warrior-kithin-kor-shapeshifter-angel-dragon-demon tribal.
I finalized the deck, I was done (up to now at least). I went as far as I could go combo (Captain of the Watch), then tribal, and finally, aggro. Mana Curve White is the best I have. I can't do better now.