Arcane Foundry › Commanders › The Capitoline Triad
The Capitoline Triad
Legendary Creature — God Artificer · {10} · Colorless commander
Those Who Came Before — This spell costs {1} less to cast for each historic card in your graveyard. (Artifacts, legendaries, and Sagas are historic.)
Exile any number of historic cards from your graveyard with total mana value 30 or greater: You get an emblem with "Creatures you control have base power and toughness 9/9."
Build a The Capitoline Triad deck →
What The Capitoline Triad actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Static ability · keyword_grantExile any number of historic cards from your graveyard with total mana value 30 or greater: You get an emblem with "Creatures you control have base power and toughness 9/9."
- Keyword · those who came beforethose who came before
What a The Capitoline Triad deck needs
Plays as historic. What the commander asks of the other 99 — read from the card and checked by hand.
- historic cards in the graveyard — artifacts, legends, Sagas (30 total mana value makes every creature 9/9)
- self-mill
The The Capitoline Triad deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 14× Put your own cards into your graveyard as a resource
- 9× Actually remove one problem permanent — preventing its damage is not removing it
- 10× Find the exact card the plan needs
- 3× Answer a whole board at once
- 12× Refill your hand
- 5× Keep a permanent you control alive through removal
- 11× Get ahead on mana
- 16× A permanent that does something every turn it is on the battlefield — the deck's body, for a commander whose text asks for nothing specific
Best cards for The Capitoline Triad
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 your own cards into your graveyard as a resource
- Eden, Seat of the Sanctum0 mana
- Millikin2 mana
- Perpetual Timepiece2 mana
- Ghoulcaller's Bell1 mana
- Palantír of Orthanc3 mana
- Sequestered Stash0 mana
- Excavated Wall1 mana
- Wand of Vertebrae1 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Umezawa's Jitte2 mana
- Titan's Presence3 mana
- Kozilek's Command2 mana
- Warping Wail2 mana
- Null Elemental Blast1 mana
- Zuko's Exile5 mana
- Clay Golem4 mana
- Lazotep Quarry0 mana
Find the exact card the plan needs
- Shield-Wall Sentinel4 mana
- Skyship Weatherlight4 mana
- Moonsilver Key2 mana
- Pattern Matcher4 mana
- Shrine Steward5 mana
- Self-Assembler5 mana
- Pyre of Heroes2 mana
- Tamiyo's Journal5 mana
Answer a whole board at once
- Selective Obliteration5 mana
- Nevinyrral's Disk4 mana
- Karn's Sylex3 mana
- Calamity of the Titans6 mana
- Apocalypse Chime2 mana
- The Moment2 mana
- Aligned Hedron Network4 mana
- Coercive Portal4 mana
Refill your hand
- Skullclamp1 mana
- The One Ring4 mana
- Vexing Bauble1 mana
- Adaptive Omnitool2 mana
- Key to the City2 mana
- Mask of Memory2 mana
- Tome of Legends2 mana
- Buster Sword3 mana
Keep a permanent you control alive through removal
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
- Mithril Coat3 mana
- Akroma's Memorial7 mana
- The Walls of Ba Sing Se8 mana
- Brotherhood Regalia2 mana
Get ahead on mana
- Sol Ring1 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Chrome Mox0 mana
- Everflowing Chalice0 mana
- Mox Diamond0 mana
- Mana Vault1 mana
- Wayfarer's Bauble1 mana
A permanent that does something every turn it is on the battlefield — the deck's body, for a commander whose text asks for nothing specific
- Crashing Drawbridge2 mana
- Bontu's Monument3 mana
- Oketra's Monument3 mana
- Hazoret's Monument3 mana
- Rhonas's Monument3 mana
- Twinning Staff3 mana
- Mana Vault1 mana
- Sensei's Divining Top1 mana