shared report · v1
Mana score
Commander · Captain America, First Avenger
Come at me
Captain America, First Avenger leads an equipment-focused strategy backed by a perfect 100 curve score and high resilience (88). With 38 lands, your land count is dialed in, allowing you to smoothly cast options like Colossus Hammer and Basilisk Collar while maintaining a low 2.95 average mana value.
The deck is held back by missing colored sources across all three colors—White (18/26 needed), Blue (17/26), and Red (17/24)—as well as a light interaction suite. Replacing Multiversal Incursion, Iron Man, Bleeding Edge, and Frozen in Ice with Secluded Steppe, Lonely Sandbar, and Forgotten Cave fixes colored land density. Meanwhile, cutting Captain America, Living Legend and Captain America, Wings of Freedom for Generous Gift and Wrath of God immediately addresses the interaction deficit.
Subscores
38 lands, 2.95 average mana value
Average MV 2.95, 2 cards at 7+
2 removal, 2 counterspells, 1 sweepers
5 draw effects, 5 tutors
6 ramp / fixing pieces
1 explicit game-ending effects
2 recursion effects
All cards recognized
Strengths
Land count is dialed in
38 lands matches the 35-39 target for a 2.95 average mana value.
Resilient to removal
2 recursion effects mean answering your pieces once isn't enough.
Weaknesses
Not enough White sources18/26
You have 26 White pips but only 18 sources. Frank Karsten's math wants about 26 to cast your White spells on time 90% of the games.
Not enough Blue sources17/26
You have 22 Blue pips but only 17 sources. Frank Karsten's math wants about 26 to cast your Blue spells on time 90% of the games.
Not enough Red sources17/24
You have 11 Red pips but only 17 sources. Frank Karsten's math wants about 24 to cast your Red spells on time 90% of the games.
Light on interaction4 answers
Only 4 answers across the deck. You will struggle against decks that resolve a key threat before you.
Card advantage is thin5 draw
5 draw effects means you will run out of gas in longer games and can't recover from a sweeper.
Under-ramped for Commander6 ramp
6 ramp pieces. Commander games reward accelerating into your 4-6 drops a turn early.
Mana curve
Card types
Mana sources vs. requirements
Suggested swaps
Full list- Multiversal IncursionSecluded SteppeMana Base−$1.21
Targets weakness: Not enough White sources
Fixes "Not enough White sources": You have 26 White pips but only 18 sources. Frank Karsten's math wants about 26 to cast your White spells on time 90% of the games. Secluded Steppe adds White mana sources directly against that gap, and Multiversal Incursion is the least productive card in the list at 7 mana, so cutting it costs you nothing.
- Iron Man, Bleeding EdgeLonely SandbarMana Base−$2.95
Targets weakness: Not enough Blue sources
Fixes "Not enough Blue sources": You have 22 Blue pips but only 17 sources. Frank Karsten's math wants about 26 to cast your Blue spells on time 90% of the games. Lonely Sandbar adds Blue mana sources directly against that gap, and Iron Man, Bleeding Edge is the least productive card in the list at 5 mana, so cutting it costs you nothing.
- Frozen in IceForgotten CaveMana Base+$0.17
Targets weakness: Not enough Red sources
Fixes "Not enough Red sources": You have 11 Red pips but only 17 sources. Frank Karsten's math wants about 24 to cast your Red spells on time 90% of the games. Forgotten Cave adds Red mana sources directly against that gap, and Frozen in Ice is the least productive card in the list at 3 mana, so cutting it costs you nothing.
- Captain America, Living LegendGenerous GiftInteraction+$0.46
Targets weakness: Light on interaction
Fixes "Light on interaction": Only 4 answers across the deck. You will struggle against decks that resolve a key threat before you. Generous Gift adds targeted interaction directly against that gap, and Captain America, Living Legend is the least productive card in the list at 3 mana, so cutting it costs you nothing.
- Captain America, Wings of FreedomWrath of GodInteraction+$3.66
Targets weakness: Light on interaction
Fixes "Light on interaction": Only 4 answers across the deck. You will struggle against decks that resolve a key threat before you. Wrath of God adds board wipes directly against that gap, and Captain America, Wings of Freedom is the least productive card in the list at 3 mana, so cutting it costs you nothing.
Card-specific upgrades
8 found- Arc ReactorThought VesselUpgrade
Thought Vessel plays the same ramp role as Arc Reactor for 2 mana instead of 5, and it's a far more widely played card in that slot, so the swap keeps your plan intact and raises the ceiling.
- Iron Man, Master of MachinesSolemn SimulacrumUpgrade+$0.03
Solemn Simulacrum plays the same card draw role as Iron Man, Master of Machines with a stronger effect, and it's a far more widely played card in that slot, so the swap keeps your plan intact and raises the ceiling.
- Trophy MageKnight of the White OrchidUpgrade+$3.37
Knight of the White Orchid plays the same tutor role as Trophy Mage for 2 mana instead of 3, and it's a far more widely played card in that slot, so the swap keeps your plan intact and raises the ceiling.
- The Mighty Thor, Jane FosterEsper SentinelUpgrade+$58.93
Esper Sentinel plays the same card draw role as The Mighty Thor, Jane Foster for 1 mana instead of 3, and it's a far more widely played card in that slot, so the swap keeps your plan intact and raises the ceiling.
- Sword of Light and ShadowMyr RetrieverUpgrade−$10.59
Myr Retriever plays the same recursion role as Sword of Light and Shadow for 2 mana instead of 3, and it's a far more widely played card in that slot, so the swap keeps your plan intact and raises the ceiling.
- Celestial ArmorDarksteel CitadelUpgrade+$3.38
Darksteel Citadel plays the same protection role as Celestial Armor for 0 mana instead of 3, and it's a far more widely played card in that slot, so the swap keeps your plan intact and raises the ceiling.
- Captain America's ShieldShadowspearUpgrade+$32.37
Shadowspear plays the same protection role as Captain America's Shield for 1 mana instead of 2, and it's a far more widely played card in that slot, so the swap keeps your plan intact and raises the ceiling.
- Mana TithePact of NegationUpgrade+$16.27
Pact of Negation plays the same counterspell role as Mana Tithe for 0 mana instead of 1, and it's a far more widely played card in that slot, so the swap keeps your plan intact and raises the ceiling.
Combos in your deck
0 foundNo known two- or three-card combos are fully assembled in this list yet.
Combos you're one swap away from
2 found- Kiki-Jiki + Zealous ConscriptsGame-winningInfinite hasty attackers
Copy Conscripts with Kiki, untap Kiki with the copy, repeat for infinite hasty bodies — lethal immediately.
In deck: Kiki-Jiki, Mirror BreakerAdd: Zealous Conscripts · $0.33Cut candidates: Blasphemous Act - Kiki-Jiki + Combat CelebrantGame-winningInfinite combat steps
Copy Celebrant, exert the copy for an extra combat, untap Kiki, loop until every opponent is dead.
In deck: Kiki-Jiki, Mirror BreakerAdd: Combat Celebrant · $1.63Cut candidates: Multiversal Incursion
Playtest simulation
Keepable hands
99.2%
Avg lands in 7
2.98
Mull risk
18.1%
Zero-land hands
0.1%
Flood risk (6+)
0.0%
Chance of hitting land drops (on the play)
Format check — Commander
Legal- Deck has 99 cards; Commander expects exactly 100.
Every card is legal and within the deck's color identity.
