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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Drogskol Captain
Image from Wizards.com

Drogskol Captain
Dark Ascension

Reviewed February 20, 2012

Constructed: 4.15
Casual: 4.25
Limited: 3.80
Multiplayer: 4.00

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

Click here to see all of our 
Card of the Day Reviews 

BMoor

Drogskol Captain

This guy makes Battleground Geist look positively anemic. Spirits have been a "for real" tribe ever since the otherwise-maligned Kamigawa set. It makes me feel sorry for Kamigawa that one of its biggest themes, Spirit Tribal, is a more minor theme in Innistrad block and yet Innistrad does it better.

Besides being a 2/2 flyer for three, which is more than fair, it does for Spirits what Lord of the Unreal does for Illusions. Lord of the Unreal made its tribe viable, mostly because Illusions were mostly cheap undercosted creatures with a drawback that the Lord completely nullified. Drogskol Captain doesn't nullify the fatal weakness of aggressive beatdown creatures, but he does work well with all the cards in Innistrad block that make Spirit tokens. And since outside Innistrad (and Kamigawa) block, most Spirits are white, it's easy to see how this could take off fairly easy.

Constructed- 4
Casual- 4.25
Limited- 3.75
Multiplayer- 4


David Fanany

Player since 1995

Drogskol Captain
 
I won't complain about Peter Mohrbacher's art for this card, because it's probably my favorite in Dark Ascension. I will point out that if he'd chosen to draw the captain as a long-dead woman with a red wig held on by her tricorner hat, I could have nicknamed the card "Ruby Heart," and I would have liked that. Regardless, Drogskol Captain is arguably the most powerful of its cycle in tournament play. It would be powerful even if its tribe weren't part-blue, and we should all know by now how powerful flying creatures in a part-blue (ie. counterspell-using) deck can be even without a clear lord effect. When you put them together and then throw in a land that can make creatures of the same type, you have the recipe for a very powerful deck in any setting.
 
Constructed: 4/5
Casual: 4/5
Limited: 4/5
Multiplayer: 4/5


Paul

Magic The Gathering Card of the Day: Drogskol Captain
 
Welcome back readers todays card of the day is a tribal lord for spirits granting them all hexproof and +1/+1 on a solid 2/2 flying body. In standard spirit tokens are plentiful and there are many relevant other creatures to make blue/white spirits a reality and hexproof is quite a powerful ability, I see this seeing some play as spirits are a tribe that is quite powerful. In extended and modern there is even more spirits available as well as changlings! Making this an interesting choice for tribal decks and once again hexproof is a relevant ability. In legacy and vintage this card won’t see much play as spirits aren’t that relevant outside just powerful single cards, however Aether Vialing this in could be pretty sick. In casual and multiplayer you have access to spirits from Kawigawa all the way back to Alpha making this card insanely powerful, often times the hexproof can be more important then the +1/+1 unless your going for a token themed deck but buffing all your guys is relevant. I would combine with Eternal Dragon for reoccurring mana fixing and beatdowns. In limited this card is bonkers but requires a spirt theme obviously but is worth building around. Overall a powerful pumper that can make spirit decks even better be it tournaments or casual.
 
Constructed: 3.0
Casual: 3.5
Limited: 3.0
Multiplayer: 3.5

Michael "Maikeruu" Pierno

Today's card of the day is Drogskol Captain which is a three mana Blue and White 2/2 with Flying that gives other spirits you control +1/+1 and Hexproof.  This is an excellent lord for the already solid spirit theme and with any form of protection, such as countermagic or an outside source of Hexproof, becomes a very serious threat.  Control builds or existing spirit decks will definitely be looking to add this and a deck designed around the Captain is quite viable for the tournament scene.
 
For Limited you may not have a large number of spirits in a pool and being locked into Blue and White, at least with one splashed, is restrictive.  Aside from that a three mana 2/2 with Flying is playable and any spirits available to benefit from the effect are a bonus. With twenty-seven different ones in the first two sets of the block the odds are a bit better than many of the previous lords.  The lower supply of removal in the format makes the Hexproof effect a bit less impressive, particularly when the Captain becomes the primary target anyway and few options would be available to protect it.  A Sealed deck should run this if a few spirits are present and playable, though in Booster it is difficult to justify a lord card as first pick.  Flying definitely helps, so it depends on the pack and if chosen can be supported in later picks though it is unlikely to win games compared to other rares.
 
Constructed: 4.5
Casual: 4.5
Limited: 3.5
Multiplayer: 4.5

John
Shultis
Phoenix
Gaming

     Welcome to the Pojo.com card of the day section. We begin this week looking at Drogskul Captain from Dark Ascension. Drogskul Captain is an uncommon creature spirit soldier that costs one generic, one white, and one blue mana. The Drogskul Captain is a 2/2 with flying that gives other spirits +1/+1 and hex proof.

      Once you get two fo these guys on the board is when the fun really begins. Since they would help each other, then a world effect is needed to handle them. And since they pump your Spirits, and it is quite easy to get spirits and Spirit tokens, you should have an army on the move before long, and a really hard to kill army at that!

     A very good card, who recently saw it’s way into the top 4 at the Dark Ascension Pro Tour.
 
Limited: 5/5
Casual: 5/5
Constructed: 5/5
Multiplayer: 4/5


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