
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.
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.
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.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
No combos found for this commander on Commander Spellbook.
Same color identity (RUW), by popularity.