Inspiring Captain

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Inspiring Captain

Creature — Human Knight

When Inspiring Captain enters the battlefield, creatures you control get +1/+1 until end of turn.

Kukkakaali on Tuhmeliinit Cube

2 years ago

Version 2.5. No more oyster: - Jaya's Greeting + Young Pyromancer - Chandra's Pyreling + Risk Factor - Chandra's Spitfire + Heartfire Immolator - Spelleater Wolverine + Warlord's Fury

- Aven Eternal + Blink of an Eye - Giant Oyster + Talrand's Invocation - No Escape + Vapor Snag - Witching Well + Mistral Singer - Of One Mind + Peek

Version 2.6. Kaldheim and Strixhaven boosters: - Colossus Hammer + Access Tunnel - Camaraderie + Fall of the Impostor - Cliffhaven Kitesail + Hall of Oracles

- Kin-Tree Invocation + Binding the Old Gods - Boneyard Lurker + Infuse with Vitality - Kiora, Behemoth Beckoner + Moritte of the Frost - Incubation / Incongruity + Quandrix Cultivator - Spellheart Chimera + Prismari Command - Final Payment + Humiliate - Zealous Persecution + Killian, Ink Duelist - Kaya, Bane of the Dead + Closing Statement

- Parhelion Patrol + Glorious Protector - Oppressive Rays + Doomskar - Pouncing Lynx + Codespell Cleric - Inspiring Captain + Leonin Lightscribe

- Concentrate + Behold the Multiverse - Kasmina, Enigmatic Mentor + Saw It Coming

- Fleshbag Marauder + Brackish Trudge - Blight-Breath Catoblepas + Sheoldred, Whispering One - Audacious Thief + Unwilling Ingredient - Hagra Constrictor + Tergrid, God of Fright  Flip - Blood Beckoning + Go Blank - Murder + Poison the Cup - Lazotep Reaver + Umbral Juke - Herald of the Dreadhorde + Feed the Serpent

- Inordinate Rage + Infuriate - Heightened Reflexes + Claim the Firstborn - Furious Rise + Tormentor's Helm - Syr Carah, the Bold + Breakneck Berserker - Fire Servant + Rune of Speed

- Ranger's Guile + Snakeskin Veil - Reclaim the Wastes + Big Play - Scute Mob + Dragonsguard Elite - Loathsome Chimera + Regrowth

BrassLord on Firja's Dark Disciples

3 years ago

Looks like a fun starter commander! Black White lifegain is a definite fun archtype to build, maybe work up towards something like Karlov of the Ghost Council or Oloro, Ageless Ascetic ! I know starting out budget is important as you don't want to invest in cards you might not like, so I've made the recommendations with that in mind!

On the first look, your commander can filter through your deck fairly consistently, so some reanimation spells like Dread Return Unburial Rites Victimize might work out for you!

Revival / Revenge and Light of Promise are both fun cards that offer some utility and can get out of hand.

Spirit Loop seems like it could have a home in your deck, as it's a consistent 2cmc spell that you can keep casting and getting back to trigger your commander.

Well of Lost Dreams Dawn of Hope Cosmos Elixir Are all sources of card draw that synergize with your lifegain gameplan! Your commander's colors are notoriously known for lacking card draw and ramp, so these might help keep you in the game!

Soul Warden Soul's Attendant and Suture Priest are decent lifegain triggers, as they trigger on each creature entering the battlefield.

Blind Obedience seems perfect for your deck!

Vampire Nighthawk Indulging Patrician Basilica Bell-Haunt Angel of Vitality are creatures that seem to fit with your gameplan.

Lurrus of the Dream-Den offers consistent recursion and allows you to cast lower cmc permanents. Kami of False Hope could also pair with this really well, as it's basically a fog effect that you can cast for cheap over and over!

In your current list, it appears a little removal light (which to be fair is meta dependent). since you're playing white, you have access to cards like Darksteel Mutation and Reprobation , which can be a headache for your opponents to deal with if you enchant their commander. Also Victimize is a great catchall removal spell.

Colored mana seems at a premium in your deck, so I'd also look into getting some cheaper artifact ramp like Marble Diamond and Charcoal Diamond .

For cuts, I'd recommend evaluating your cards in terms of whether they actively win the game or help you do what you want. In your current list Fortified Rampart I've found to be underwhelming and doesn't further your gameplan. I'd also recommend replacing the following: Star-Crowned Stag Skeleton Archer Reaper of Night Kor Scythemaster Inspiring Captain Hailstorm Valkyrie Gargoyle Sentinel Fiend Binder Angel of the Dawn Courier Griffin Silverflame Ritual Chaplain's Blessing Splendid Agony Djeru's Renunciation Sinister Possession .

That being said, it can sometimes be fun just trying your best with whatever cards are lying around! Hopefully the suggestions can give your deck a little pep!

HorrorLegend on Trans Rights (Alesha)

3 years ago

Awesome deck! Love the commander. Certainly one of those I love seeing at the table because I know there's going to be a lot of fun.

Some recommendations for cuts: Ancestral Blade seems kind of weak for the deck. Give you a token you cant recur with Alesha and only gives +1/+1. Boros Signet and Rakdos Signet , as I don't generally like the signet's, but I know a lot of people like them. Promise of Tomorrow seems like a good win con card, but it doesn't work with this deck since Alesha want's to bring creatures back from the graveyard. Inspiring Captain seems like a good card for the deck, but you cant bring it back with Alesha and really will only help once or twice at best. Archetype of Aggression , Rogue's Passage , Demystify , Return to Dust , Shimmering Grotto , and Take Vengeance , are other cut's ID make personally. They don't add enough or do enough and there better options available.

I would add Savai Triome , Path of Ancestry , Helm of the Host , and Sigiled Sword of Valeron . You could just swap a basic land for the Triome.

I would consider switching: Act of Treason for Act of Aggression , and Murder for Go for the Throat .

I could see Rise of the Dark Realms being an awesome card with this deck, but it fits in almost all deck hahah.

I hope these recommendations helped. Upvote from me.

SlitherySnek on Winota, Human Tamers

4 years ago

Master Splicer seems a bit slow and out of place. Trying to cast it normally without a Winota trigger seems to always put me off curve. When I have been play testing this deck, it's always the first card I sideboard out. Maybe cutting it and looking for another human instead like Ardenvale Tactician that way you could send use it for its adventure spell first. Also, maybe a card like Bounty Agent would give you more utility against all of the legendary creatures coming in Ikoria. Apostle of Purifying Light might make for a good sideboard against black. Maybe even cards like Fervent Champion, Fresh-Faced Recruit, Ghor-Clan Wrecker, Haazda Marshal, Hero of Precinct One, or Inspiring Captain might help you curve out a stay aggressive a little better than some of your other choices like Agent of Treachery. Just suggestions.

D00m13rInger on Syr Gwyn Voltron

4 years ago

I can definitely see her as a go wide Commander, I personally prefer to go tall though. I don't think I would have to change the 99 a lot to switch to a go wide strategy, although just adding the Knight Exemplar , Inspiring Captain and/or the Midnight Reaper won't suffice. I have most of the pieces for a go wide approach in the Maybeboard already. I just can't bring myself to switch :D

RNR_Gaming on Syr Gwyn Voltron

4 years ago

I've always felt this commander functioned better as a go wide commander as opposed to a go tall commander; sure the commanders ability lends itself nicely to voltron but if you're able to spread out your equipment you'll net yourself quite a bit of card advantage and that'll make the deck flow much nicer. "Whenever an equipped creature attacks draw a card and lose one life" is such an important line of text. Your equipment suit is nice but if you did a more low to the ground strategy with more creatures youd be surprised how much pressure you can lay on. I suggest putting Knight Exemplar , Inspiring Captain , and Midnight Reaper I see a few of them in the board.

TheDuggernaught on

6 years ago

With your limited card pool, I would suggest sticking to mono white weenies. This means cutting your big creatures (I would say anything over 4 cmc), and just sticking with the small creatures that are low to the ground. This strategy utilizes a "go wide" approach where you simply spit out too many creatures for your opponent to block. Things with flying are also very good with this strategy as once your opponent has creatures, they still might have difficulty blocking the ones with flying. The artifacts can also go. Artifacts generally cost a lot of tempo to both play and then equip. It is usually better to just play another creature. I would also consider adding the following cards from your collection: Bygone Bishop, Fiend Hunter, Bonds of Faith (acts as a pump if you need it, or pseudo-removal if you need it), Doomed Traveler, Steadfast Guard, Inspiring Captain, Steadfast Cathar, Kor Scythemaster, Kor Castigator, Mardu Hordechief, Fiend Binder, Elder Cathar, Dauntless Cathar, Cliffside Lookout, Nearheath Chaplain, Courageous Outrider, Sanctifier of Souls, Retreat to Emeria, Chapel Geist, Kor Bladewhirl. Serra Angel can be a good top end finisher. Most things with flying, produce tokens, and/or pump all creatures are good additions to a weenie deck.

I would up your lands count to 22, and I would try to have about seven 1-drops, about fifteen 2-drops, about twelve 3 drops, about five 4/5-drops. 22 lands will mean that you will hit your third land drop on turn 3 90% of the time when you are on the draw, and 85% of the time on the play. I would aim to have about 28-30 creatures creatures, and about 8-10 instants/sorceries/enchantments. This gets you to exactly 60 cards -- which is important. I could get into a lengthy mathematical explanation into why 60 cards is always the best -- but it essentially boils down to increasing the chances of drawing your best cards when you need them. It increases the consistency of the deck.

PipPipMagulager on

6 years ago

I agree with pretty much everything said! It looks like you're going in the right direction, here's some more options to choose from incase you want more:

Allied ReinforcementsCaptain's ClawsOath of GideonDesolation Twin would be pretty sick as a finisher if you make it that long, probably not a good idea, but thought I'd mention if your local meta is slow.Ethereal Guidance or an instant equivalent could be sideboard-able in my opinionI also like me some one or two of's Unruly Mob and Inspiring Captain for the same reason, but don't let ANY creatures distract you from token generation, that is number one, any synergies that don't generate tokens are just icing on the cake. Focus on tokens FIRST.If you find you have great early game life gain Felidar Sovereign is an option as a one or two of.Call of the Bloodline Shamble Back From Under the Floorboards and Gisa's Bidding are all things in standard.

I'm not saying any of these will be the answer to your problems, but options are always a good thing, and you can mess around to see what works for you! Can't wait to see what you do!

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