Diregraf Captain

Diregraf Captain

Creature — Zombie Soldier

Deathtouch

Other Zombie creatures you control get +1/+1.

Whenever another Zombie you control dies, target opponent loses 1 life.

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Trade

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Printings View all

Set Rarity
Duel Decks: Blessed vs. Cursed (DDQ) Uncommon
Dark Ascension (DKA) Uncommon

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Diregraf Captain occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Diregraf Captain Discussion

multimedia on Tainted soil

3 weeks ago

Hey, I don't want you to feel like you're being ganged up in the comments of your deck. I am and Arcaia also are simply trying to get you to better understand card quality. When you have such a high budget then card quality becomes an excellent way to improve your deck because you don't have to worry as much about the cost of a deck which lets you play the best cards and cut the subpar ones.

First let me start by saying I've been wrong saying to cut Havengul Lich. Not for reasons you're describing, but because it's a combo piece. Overall for five mana Havengul is not a good card, but with Zombies it's a combo with Rooftop Storm + Phyrexian Altar/Ashnod's Altar to cast all the Zombies on your turn from all graveyards. Add any other card that cares about casting spells, creatures dying or creatures ETB for lots of value. Use Sidisi, Undead Vizier with this combo to tutor for Gravecrawler and then Diregraf Captain as the win condition. Or simply loop cast/sac Vengeful Dead/Gray Merchant of Asphodel as a win condition.


Arcaia explained Havengul, activated abilities have a colon ( : ) in the text. The ability on the card has a cost first, then a : and last an effect ( [Cost]: [Effect] ). Sometimes the cost requires tapping the creature which will show a on the left side of the colon. If there isn't a colon then it's not an activated ability.

Arcaia left out one thing when explaining Havengul, you can't use an activated ability for a creature for only one mana without support. Instead it's one mana to activate Havengul, then you have to pay additional mana to cast the creature. Overall Havengul for a five drop requires a lot of additional mana to get anything meaningful from it which lowers the quality of the card a lot. That's why Havengul has good interaction with Rooftop Storm and Zombies since Rooftop takes away needing to pay mana to cast the Zombie after you activate Havengul.

With Rooftop and Havengul you can indeed for one mana cast a Zombie from a graveyard. And each Zombie you cast for the turn from a graveyard only costs one mana. This lets you cast as many Zombies in graveyards equal to as much mana you have available. Havengul is good with Rooftop, but only with Rooftop, that makes it less good as a five drop overall, less quality than some other fives drops that are also in the deck.

Good job winning with Gravecrawler, it's most likely the best Zombie in Magic. This will be my last comment here.

Arcaia on Tainted soil

3 weeks ago

Hi there,

Just going to jump in here to point out that Havengul Lich doesn't gain static abilities (like those of Nyxbloom Ancient), only activated abilities (such as both abilities on Cryptbreaker).

There are 3 reasons why someone would consider including Havengul Lich in their 99: 1) They want to be able to use activated abilities from graveyards for 1 mana. This requires a dedicated decklist. 2) They want to be able to cast creatures from graveyards at instant speed (creatures with Flash, or with Vedalken Orrery/Leyline of Anticipation/etc). This also requires a dedicated decklist 3) They want to be able to cast creatures from their opponent's graveyards. This also requires a dedicated decklist. I don't think your deck wants to do any of those things or enough of those things, so it doesn't really make sense to include it.

multimedia is also absolutely correct that your deck wants fetchlands, assuming that money is no concern (which is reasonable, considering you have all of the original duals), as not only will these cards get your duals, they can also be replayed by Muldrotha, the Gravetide and will thin your deck. In fact, all of his suggestions for improving the manabase are correct: lands that can enter untapped are generally better than those that don't. That doesn't mean don't use untapped lands, only that you should only use a few and that you should pick them wisely (such as Bojuka Bog, or cycling lands such as Forgotten Cave).

Furthermore, consider using Animate Dead, Necromancy and Dance of the Dead. These are enchantments that recur creatures, which lets you get around the limitations on Muldrotha of only being able to recur 1 card of the each type. On top of that, if the creature dies, the enchantment goes to the graveyard, which can then be recurred once more. On top of that, each can recur cards from another player's graveyard, which is useful in a pinch.

Finally, since you are in green you really shouldn't use ramp spells that A) don't put permanents directly into play or B) cost more than 3 mana. Realms Uncharted violates the first, and Hour of Promise violates the second. On top that, your deck contains no Desert Lands (such as Desert of the Glorified or Ifnir Deadlands), so you will never get the second part of Hour of Promise, effectively making it a more expensive Explosive Vegetation that isn't limited to basic lands. As multimedia suggested, Crop Rotation and the more costly-but-powerful Harrow are good replacements as Muldrotha can replay the sacrificed land afterwards, which gets around the cost of sacrificing land. Furthermore, Sakura-Tribe Elder is a must-include in Muldrotha decks, as it can become a Rampant Growth on every turn.

multimedia is also correct about cutting the Curse enchantments and Amulet of Vigor. The Curses are situational and limited in power, and Amulet of Vigor does not have enough synergies in the deck to be worth the slot.

Finally, here's a non-exhaustive list of zombies which are (in my opinion) some of the best options in EDH for your colors and why

multimedia on Tainted soil

3 weeks ago

Hey, looks like your going for a Zombie tribal theme.

Going to have to make some sacrifices of five drop Zombies and here's some advice. Sidisi, Undead Vizier, Gray Merchant of Asphodel and The Scarab God are the only three you need the rest could be cut. Muldrotha, Grave Titan, Rooftop Storm and Liliana, Dreadhorde General are the only six drops you need.

I have a Zombie tribal Muldrotha deck that I made last year, Zombie Grave Wave (Budget). My deck is budget, $200, but it could give you some ideas and you can replace the budget alternatives I'm using with more expensive price cards that you have. More advice to improve your deck is to include Gravecrawler infinite combos since it's a Zombie.

Gravecrawler + Phyrexian Altar + Diregraf Captain/Plague Belcher/Bontu's Monument/Blood Artist/Vengeful Dead is an infinite combo to make all your opponents lose life. Sac Gravecrawler with Altar, use the one black mana to cast Gravecrawler from your graveyard and repeat. Gravecrawler + Altar is infinite casts of Gravecrawler from your graveyard which can be used with other cards. Diregraf Colossus is infinite 2/2 Zombies. Undead Augur/Secrets of the Dead/Guardian Project can draw into a win condition. Kill all your opponents creatures with Grave Pact.


Cards to consider cutting:

To also make room for more lands and other card upgrades this is more than 13 card suggestions to consider cutting. Many of these suggestions are good cards, but are very much outclassed by other better cards in your deck already or you could add with such a high budget.

20x total lands is not enough for a functioning Commander deck. Want at least 30-36 lands depending on how high the avg. CMC of your deck is and how many additional mana sources you include. The current avg. CMC is 3.7 which is too high. What's making it this high is too many high CMC Zombies especially five drops.

I offer more advice if you would like. Good luck with your deck.

pretendingtoalright on it's a bad necromancer baby

2 months ago

MindAblaze

I've only had the chance to play the deck once in my playgroup, and it performed pretty well, but my play group is very casual and also awful at threat assessment, so I wasn't punished for my slower turns (that I had a lot of due to your aforementioned lack of engines, almost entirely relying on Altar of Dementia to "go off") and could just slowly set up until I had some of my very janky pieces out (Ayara, First of Locthwain+Poison-Tip Archer+Diregraf Captain+Altar of Dementia+Sidisi, Brood Tyrant.)

There's definitely about 16 cards in the deck that are easy drops no questions asked.

The Gitrog Monster, and any Dredge cards were all cards I would have thrown in if I had them, although your suggestions specifically look tantalizing and better than my "dur, says Dredge throw it in"

Since this deck was mostly me wanting to do something with Syr Konrad, the Grim and Ayara, First of Locthwain my personal focus is just a sort of death by a thousand cuts more than a token strategy with the cards I had available.

T_Dog345 on T_Dog345

2 months ago

Alright, let's see if maybe this will help. I'm really new to everything on here sorry. //Lands 2 Dismal Backwater 1 Dimir Guildgate 2 Submerged Boneyard 4 Evolving Wilds 2 Desert of the Mindful 1 Arcane Lighthouse 1 Reliquary Tower 1 Temple of the False God

//Spells 4 Duress 2 Ghoulcaller's Chant 3 Macabre Waltz 3 Sleep 4 Slip Through Space 2 Taigam's Scheming 4 Tome Scour 4 Lich's Caress 4 Sovereign's Bite 4 Resourceful Return 3 March of the Returned 1 In Garruk's Wake 1 Army of the Damned 1 Dutiful Return 1 Decompose 1 Worst Fears 1 Rise of the Dark Realms 4 Hubris 4 Countermand 1 Tezzeret's Touch 1 Paranoid Delusions 1 Coerced Confession 2 Mind Sculpt 1 Compelling Argument 1 Index 1 Redirect 1 Dream Twist 2 Gift of Tusks 2 Rewind 3 Thought Scour 2 Psychic Spiral 1 Gigadrowse 4 Negate 1 Overwhelming Denial 1 Dramatic Reversal 1 Impulse 2 Cremate 3 Crypt Incursion 2 Grim Harvest 1 Scarab Feast 1 Grim Return 1 Gravepurge 1 Dark Ritual 4 Font of Return 3 Death's Approach 2 Cast into Darkness 1 Triskaidekaphobia 1 Grave Betrayal 1 Endless Ranks of the Dead 3 Invisibility 2 Curiosity 4 Curse of the Bloody Tome 3 Illusory Wrappings 3 Ice Over 1 Chronic Flooding 1 Navigator's Ruin 1 Chant of the Skifsang 3 Bone Saw 3 Millstone 3 Tormod's Crypt 2 Trepanation Blade 1 Ghoulcaller's Bell 1 Masterwork of Ingenuity 1 Sol Ring 1 Nihil Spellbomb 1 Illusionist's Bracers 1 Codex Shredder 1 Profane Memento 1 Loxodon Warhammer 1 Bonehoard 1 Trusty Machete 1 Mirari 1 Argentum Armor

//Creatures 1 Archetype of Finality 1 Overeager Apprentice 1 Agent of Erebos 1 Butcher Ghoul 1 Risen Executioner 1 Dutiful Attendant 1 Sly Requisitioner 1 Sepulchral Primordial 2 Zombie Assassin 1 Nightmare 1 Marshmist Titan 3 Graven Abomination 4 Workshop Assistant 4 Guardians of Meletis 2 Phyrexian Revoker 2 Ornithopter 1 Juggernaut 2 Veilborn Ghoul 2 Minotaur Abomination 4 Undead Servant 3 Gravedigger 2 Mogis's Marauder 2 Bogstomper 4 Walking Corpse 3 Corpse Hauler 4 Gravewaker 2 Returned Phalanx 3 Faerie Miscreant 1 Master of Predicaments 2 Benthic Giant 1 Stormtide Leviathan 4 Screeching Skaab 2 Seer of the Last Tomorrow 1 Floating-Dream Zubera 3 Fog Bank 1 Possessed Skaab 3 Armored Skaab 2 Murmuring Phantasm 1 Wall of Frost 4 Doorkeeper 1 Clever Impersonator 1 Jace's Mindseeker 1 Oculus 1 Mindshrieker 1 Willbreaker 1 Spellweaver Eternal 1 Wall of Mist 1 Sultai Skullkeeper 1 Diregraf Captain

SirHerpaderp on Marchesa's Zombois

2 months ago

Thank you for your suggestions NV_1980! I really dig your deck, especially since this deck started out as a Gisa and Geralf deck too and came a long way from there by using The Scarab God for quite a while and now making a jump into the Grixis pool. I used to run the altars but I found out early, I don't want to run most of the infinite combos because I neither have efficient outlets for infinite mana nor did I want to win with infinite tokens since they just get wiped during the next turns before I am able to swing with them.

I could still go for infinite drain with Rooftop Storm Gravecrawler Carrion Feeder and Diregraf Captain, but my main gameplan was always to swing with my army (since I already got plenty of combostuff in my other decks) and Marchesa, the Black Rose provides haste and inbuilt recursion and thus seemed fitting and worth a try to me :)

thewyzman on Zombie tribal?

2 months ago

I know there's combos out there like Rooftop Storm + Diregraf Captain + Carrion Feeder + Gravecrawler, but i'm more interested in board-centric old school.

multimedia on Undead Conspiracy

2 months ago

Hey, interesting concept, but your deck is kind of all over the place. All the combos are with Conspiracy, but Arcane Adaptation which is in the sideboard is the same effect, but a better card because less CMC and easier casting cost. I think you want Adaptation as a backup Conspiracy effect.

The game plan is to get an Adaptation effect to make all your creatures Zombies. Consider expanding on the current Zombie theme of The Scarab God, Door of Destinies, Lich Lord of Unx, Undead Alchemist, Gleaming Overseer, Liliana, Death's Majesty and Rooftop Storm? More Zombies that way you can have a more functioning deck without an Adaption effect. Play more Zombies and keep some good nonZombie creatures who then become better with an Adaption effect. Take more advantage of Doubling Season by expanding on the Zombie token theme?

Zombies to consider adding:

I offer more advice. Good luck with your deck.

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