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Stromkirk Captain

Creature — Vampire Soldier1 generic manaBlack manaRed mana

The structural problem every Vampire lord has to solve is that the tribe wants to attack early and often, and a +1/+1 anthem alone does not change whether your attacks trade or survive. The first-strike grant is the fix: it converts the whole team from a damage-race liability into a wall of creatures that win combat before they can be hit back. A board of pumped Vampires with first strike does not just hit harder, it punishes blocks and stalls ground assaults from larger bodies, which is exactly the leverage an aggressive black-red tribe needs when the curve gets contested. The first strike on the Captain itself matters too, because a 2/2 body that would otherwise die to almost any blocker instead survives and pressures the lords-must-die race that every tribal opponent plays. What keeps the card honest is that everything it offers lives in that fragile body: kill the Captain and the anthem and the first strike both evaporate mid-combat, so the upside that makes a swarm lethal also makes it a single removal spell away from collapse. This is the lord doing the maximum amount of work a three-mana enabler can: not a payoff to build toward but the multiplier that makes a wide Vampire board convert into a clock several turns faster than its mana value suggests.

Stromkirk Captain (voc)
VOC · #157uncommon
Pricing
Normal: $1.62
Foil:
Oracle Text

Rules text

First strike Other Vampire creatures you control get +1/+1 and have first strike.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

4 sets
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