Arcane Foundry › Commanders › Captain Marvel, Shooting Star
Captain Marvel, Shooting Star
Legendary Creature — Human Kree Hero · {5}{W}{W} · White commander
Flying
Whenever Captain Marvel enters or attacks, exile up to one target creature. That creature's controller gains life equal to its power.
Whenever a creature other than Captain Marvel is exiled from the battlefield, you gain life equal to its power.
Build a Captain Marvel, Shooting Star deck →
What Captain Marvel, Shooting Star actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · attackWhenever Captain Marvel enters or attacks, exile up to one target creature. That creature's controller gains life equal to its power.
- Triggered ability · exileWhenever a creature other than Captain Marvel is exiled from the battlefield, you gain life equal to its power.
- Keyword · flyingflying
What a Captain Marvel, Shooting Star deck needs
Plays as combat trigger. What the commander asks of the other 99 — read from the card and checked by hand.
- blink and recursion aimed at the commander itself (its value is its own enter trigger)
- haste, evasion and protection for the commander, and extra combats (its own attack is the engine)
The Captain Marvel, Shooting Star deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 8× Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- 7× Exile a permanent you control and return it — the button a value-ETB deck presses
- 5× Evasion that does NOT target or attach — for a commander your own auras and equipment cannot legally touch
- 9× A permanent whose value is in its enter-the-battlefield trigger — the payload a blink deck reuses
- 6× Make the commander connect — a body that never deals combat damage never triggers
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 1× Answer a whole board at once
- 7× Refill your hand
Best cards for Captain Marvel, Shooting Star
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- Thousand-Year Elixir3 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Akroma's Memorial7 mana
- Lavaspur Boots1 mana
- Sting, the Glinting Dagger2 mana
- Haunted Cloak3 mana
- Sword of Vengeance3 mana
Exile a permanent you control and return it — the button a value-ETB deck presses
- Airbender Ascension2 mana
- Phelia, Exuberant Shepherd2 mana
- Eldrazi Displacer3 mana
- Flickerwisp3 mana
- Touch the Spirit Realm3 mana
- Conjurer's Closet5 mana
- Distinguished Conjurer2 mana
- Felidar Guardian4 mana
Evasion that does NOT target or attach — for a commander your own auras and equipment cannot legally touch
- Akroma's Will4 mana
- Glaring Spotlight1 mana
- Elspeth, Storm Slayer5 mana
- The Wind Crystal4 mana
- Elspeth, Sun's Champion6 mana
- Inquisitorial Rosette2 mana
- Eldrazi Monument5 mana
- Toby, Beastie Befriender3 mana
A permanent whose value is in its enter-the-battlefield trigger — the payload a blink deck reuses
- Knight of the White Orchid2 mana
- Spirited Companion2 mana
- Solemn Simulacrum4 mana
- Loran of the Third Path3 mana
- Ranger-Captain of Eos3 mana
- Helpful Hunter2 mana
- Loyal Warhound2 mana
- Wall of Omens2 mana
Make the commander connect — a body that never deals combat damage never triggers
- Elspeth, Sun's Champion6 mana
- Eldrazi Monument5 mana
- Akroma's Memorial7 mana
- On Wings of Gold4 mana
- Shadowspear1 mana
- Bilbo's Ring3 mana
- Cliffhaven Kitesail1 mana
- Gryff's Boon1 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Path to Exile1 mana
- Swords to Plowshares1 mana
- March of Otherworldly Light1 mana
- Generous Gift3 mana
- Erode1 mana
- Unwanted Remake1 mana
- Angelic Ascension2 mana
- You Cannot Pass!1 mana
Find the exact card the plan needs
- Open the Armory2 mana
- Enlightened Tutor1 mana
- Templar Knight2 mana
- Idyllic Tutor3 mana
- Ranger-Captain of Eos3 mana
- Loyal Tutor1 mana
- Recruiter of the Guard3 mana
- Search for Glory3 mana
Answer a whole board at once
- Vanquish the Horde8 mana
- Wrath of God4 mana
- Day of Judgment4 mana
- Shatter the Sky4 mana
- Split Up3 mana
- Winds of Abandon2 mana
- Depopulate4 mana
- No Witnesses4 mana
Refill your hand
- Esper Sentinel1 mana
- Skullclamp1 mana
- Archivist of Oghma2 mana
- The One Ring4 mana
- Vexing Bauble1 mana
- Caretaker's Talent3 mana
- Enduring Innocence3 mana
- Mentor of the Meek3 mana