shared report · v1

83grade B+

Mana score

Commander · Captain America, First Avenger

Come at me

99 cards38 landsavg MV 2.95 $536.52

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

Mana Base84

38 lands, 2.95 average mana value

Curve100

Average MV 2.95, 2 cards at 7+

Interaction72

2 removal, 2 counterspells, 1 sweepers

Card Advantage74

5 draw effects, 5 tutors

Ramp & Fixing72

6 ramp / fixing pieces

Win Conditions100

1 explicit game-ending effects

Resilience88

2 recursion effects

Consistency84

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

Creature 18Instant 5Sorcery 8Artifact 24Enchantment 9Land 38

Mana sources vs. requirements

White18 sources / 26 wanted · 26 pips
Blue17 sources / 26 wanted · 22 pips
Red17 sources / 24 wanted · 11 pips

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 found

No 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)

Turn 1
99.9%
Turn 2
99.6%
Turn 3
86.7%
Turn 4
67.4%
Turn 5
48.0%

Format check — Commander

Legal
  • Deck has 99 cards; Commander expects exactly 100.

Every card is legal and within the deck's color identity.

Price distribution