Arcane Foundry › Commanders › Xavier Sal, Infested Captain
Xavier Sal, Infested Captain
Legendary Creature — Human Fungus Pirate · {B}{G}{U} · Black/Green/Blue commander
{T}, Remove a counter from another permanent you control: Populate. Activate only as a sorcery. (Create a token that's a copy of a creature token you control.)
{T}, Sacrifice another creature: Proliferate. Activate only as a sorcery. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Build a Xavier Sal, Infested Captain deck →
What Xavier Sal, Infested Captain actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Activated ability{T}, Remove a counter from another permanent you control: Populate. Activate only as a sorcery.
- Activated ability{T}, Sacrifice another creature: Proliferate. Activate only as a sorcery.
- Keyword · proliferateproliferate
- Keyword · populatepopulate
What a Xavier Sal, Infested Captain deck wants
The plan the Forge derives for this commander: the roles it fills and how many of each.
- 8× Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- 5× Untap the commander so the tap ability is an engine, not a one-shot
- 16× A creature that HAS the keyword the commander's trigger counts — a card that merely says the word is not one
- 12× Put +1/+1 counters on creatures you control, or multiply the ones already there
- 16× Creatures you are happy to sacrifice — a free sac outlet on the commander is worthless with nothing to feed it
- 6× Proliferate — every counter already placed is placed again
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 1× Answer a whole board at once
- 2× Answer a spell or ability before it resolves
Best cards for Xavier Sal, Infested Captain
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
- Tyvar, Jubilant Brawler3 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Runadi, Behemoth Caller3 mana
- Akroma's Memorial7 mana
- Super State7 mana
- Ulvenwald Oddity // Ulvenwald Behemoth4 mana
Untap the commander so the tap ability is an engine, not a one-shot
- Bear Umbra4 mana
- Sword of Feast and Famine3 mana
- Wilderness Reclamation4 mana
- Amulet of Vigor1 mana
- Beledros Witherbloom7 mana
- Freed from the Real3 mana
- Nature's Will4 mana
- Pemmin's Aura3 mana
A creature that HAS the keyword the commander's trigger counts — a card that merely says the word is not one
- Cankerbloom2 mana
- Thrummingbird2 mana
- Blightbelly Rat2 mana
- Evolution Sage3 mana
- Bloated Contaminator3 mana
- Dreamtide Whale3 mana
- Flux Channeler3 mana
- Yawgmoth, Thran Physician4 mana
Put +1/+1 counters on creatures you control, or multiply the ones already there
- Karn's Bastion0 mana
- Bristly Bill, Spine Sower2 mana
- Cankerbloom2 mana
- Ripples of Potential2 mana
- Thrummingbird2 mana
- Thirsting Roots1 mana
- Evolution Sage3 mana
- Mossborn Hydra3 mana
Creatures you are happy to sacrifice — a free sac outlet on the commander is worthless with nothing to feed it
- Hangarback Walker0 mana
- Old One Eye6 mana
- Skeleton Crew4 mana
- Sosuke's Summons3 mana
- Pest Infestation1 mana
- "Lifetime" Pass Holder1 mana
- Death Tyrant5 mana
- Reach of Branches5 mana
Proliferate — every counter already placed is placed again
- Karn's Bastion0 mana
- Thrummingbird2 mana
- Evolution Sage3 mana
- Contagion Clasp2 mana
- Bloated Contaminator3 mana
- Dreamtide Whale3 mana
- Flux Channeler3 mana
- Glistening Sphere3 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Assassin's Trophy2 mana
- Reality Shift2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Defile1 mana
- Tragic Slip1 mana
- Suspend1 mana
Answer a whole board at once
- Do or Die2 mana
- Force of Despair3 mana
- Displacement Wave2 mana
- Accursed Marauder2 mana
- Bontu's Last Reckoning3 mana
- Innocent Blood1 mana
- Coils of the Medusa2 mana
- Forced March3 mana
Answer a spell or ability before it resolves
- Pact of Negation0 mana
- Counterspell2 mana
- Three Steps Ahead1 mana
- Long River's Pull2 mana
- Force of Will5 mana
- Abjure1 mana
- Archmage's Charm3 mana
- Cancel3 mana