Captain America wants a deck that wins on the spot by putting a few key cards together. It also works in a deck built around Heroes, Humans or Soldiers.
Mana cost
White, Blue ()
Power / toughness3 / 4
RarityUncommon
Vigilance
Whenever a creature you control becomes tapped during your turn, if it's the first time that creature has become tapped this turn, untap it.
Picked for what they do in Captain America's deck. When two cards do the same job, the one with the lower comes first. All of them fit Captain America's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Open the full glossary
Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryWUPlayers write colors as letters: W for white, U for blue. Blue is U because B was already taken by black.ComboCombo decks hunt for a few specific cards that win the game on the spot once they are all together. Many repeat an action over and over without end, which players call an infinite combo; the rest of the deck searches for the pieces and protects them.Open the Combo pageUntapperUntaps permanents. Untapping a land or a mana-producing artifact effectively lets you spend that mana twice in a turn, which is why untap effects turn up in so many infinite combos. Seedborn MuseOpen the Untapper pageGame ChangerCards that warp the game disproportionately around themselves, requiring immediate answers.What the brackets meanTap / Untap LoopsCards that untap your permanents, so a creature or land can be used twice in one turn. Some untap effects create endless loops that win the game.Open the Tap / Untap Loops page
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