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.
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.
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.
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.
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.