
Captain America, First Avenger
The Commander
Throw ... — , Unattach an Equipment from Captain America: He deals damage equal to that Equipment's mana value divided as you choose among one, two, or three targets.
... Catch — At the beginning of combat on your turn, attach up to one target Equipment you control to Captain America.
Guide
Gameplan
Suit up Captain America with Equipment, swing as a Voltron threat, then use his Throw ability to fling Equipment for direct damage at creatures or players before re-attaching for free on your next combat. You grind value by reusing the same Equipment for both combat beats and burst damage, ideally finishing with high-mana-value gear thrown to the face.
Strengths
- Free combat-step Equipment attachment saves huge amounts of mana over the game
- Throw turns Equipment into repeatable removal and reach for direct damage
- Cheap 3-mana commander that comes down early and pressures immediately
- Boros/Jeskai colors give excellent Equipment tutors and combat support
Weaknesses
- Heavily reliant on Captain America sticking; he's a removal magnet
- Equipment-matters builds can be slow and clunky against fast combo
- Throw costs
each activation, taxing your mana to deal damage
- Vulnerable to artifact/Equipment hate like Vandalblast or Disenchant effects
Key Cards
- Sword of Fire and Ice — High-value Equipment that's brutal to swing with and devastating when thrown for 6 damage.
- Stoneforge Mystic — Tutors and cheats expensive Equipment into play to fuel both attacks and Throw.
- Colossus Hammer — Cheap to attach via Catch and turns Captain America into a one-shot Voltron threat.
- Sigarda's Aid — Lets you flash in and attach Equipment for free, accelerating your whole gameplan.
- Puresteel Paladin — Free Equipment attachment and card draw supercharges an Equipment-dense deck.
- Open the Armory — Tutors the exact Equipment you need for Throw damage or Voltron lethal.
Upgrade Path
Add premium Equipment with high mana values (Sword cycle, Batterskull, Argentum Armor) to maximize both combat and Throw damage, plus enablers like Puresteel Paladin and Sigarda's Aid for free attaches. Include evasion and double-strike pieces (Embercleave, Fireshrieker) and protection like Swiftfoot Boots to keep your commander alive. Tighten the mana base with fast mana and Equipment tutors so you can deploy and Throw in the same turn.
Core Cards
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
Win Conditions
- ▸Commander damage from a fully-equipped Captain America with evasion
- ▸Throwing high-MV Equipment to burn out opponents directly
- ▸Equipped beatdown with double-strike or extra-combat enablers
Archetypes
- Voltron — Captain America stacks Equipment and swings as a single evasive, buffed threat for commander damage.
- Equipment Aggro — His free Catch attachment makes a wide Equipment toolbox cheap and efficient to deploy.
- Burn/Reach — Throw converts high-mana-value Equipment into repeatable direct damage to close games.
Combos
No combos found for this commander on Commander Spellbook.
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