
Captain Howler, Sea Scourge | Illustration by Mirko Failoni
Hashaton, Scarab's Fist is a bit of a show-stopper, but Aetherdrift introduced many other legendary creatures to brew around and have fun with. One that really stands out is Captain Howler, Sea Scourge, an Izzet commander () who’s all about discard effects to make every loot count.
Whether you're setting up creatures that can slip through defenses for consistent damage or using your discarded cards to pull off big plays and generate card advantage, Captain Howler has got your back, and today, I’m going to walk you through a deck built around this aggressive commander that likes mixing tempo, value, and discard effects!
Curious to see how it all comes together? Let’s dive in!
The Deck

Conspiracy Theorist | Illustration by Svetlin Velinov
Commander (1)
Planeswalker (2)
Creature (26)
Flameblade Adept
Marauding Mako
Containment Construct
Ghostly Pilferer
Kitsa, Otterball Elite
Ledger Shredder
Magus of the Bazaar
Malcolm, Alluring Scoundrel
Conspiracy Theorist
Fear of Missing Out
Inti, Seneschal of the Sun
Scrounging Skyray
Kiora, the Rising Tide
Fearless Swashbuckler
Mary Read and Anne Bonny
Rielle, the Everwise
Detective's Phoenix
Magmakin Artillerist
Magus of the Wheel
Glint-Horn Buccaneer
Forgotten Creation
Wonder
Alandra, Sky Dreamer
Anger
The Locust God
Oliphaunt
Instant (16)
Wash Away
Cyclonic Rift
Negate
Counterspell
Izzet Charm
Abrade
Thrill of Possibility
Rush of Inspiration
Fierce Guardianship
Frantic Search
Refute
Prismari Command
Chaos Warp
Big Score
Fateful Showdown
Unexpected Windfall
Sorcery (5)
Faithless Looting
Windfall
Lórien Revealed
Reforge the Soul
Blasphemous Act
Enchantment (7)
Ominous Seas
Improbable Alliance
Artist's Talent
Bitter Reunion
Kickoff Celebrations
Drake Haven
Monastery Siege
Artifact (8)
Sol Ring
Izzet Signet
Key to the City
Lightning Greaves
Smuggler's Copter
Swiftfoot Boots
Monument to Endurance
Boosted Sloop
Land (35)
Cascade Bluffs
Command Tower
Ferrous Lake
Fiery Islet
Frostboil Snarl
Island x7
Izzet Boilerworks
Mountain x7
Reliquary Tower
Restless Spire
Riverglide Pathway
Riverpyre Verge
Rogue's Passage
Scalding Tarn
Shivan Reef
Spirebluff Canal
Steam Vents
Stormcarved Coast
Sulfur Falls
Temple of Epiphany
Thundering Falls
Training Center
Wandering Fumarole
Looting is your main way to push damage through with this deck once your commander is already on the field. It has some tools to maximize those loot effects to generate additional card advantage.
This is a Bracket 3 Commander deck due to the presence of Game Changers like Cyclonic Rift and Fierce Guardianship. However, you can easily replace them both with other cards that emulate the same effect for similar mana values if you really want to keep it at Bracket 2.
The Commander: Captain Howler, Sea Scourge
Captain Howler, Sea Scourge is a great mix of Izzet spellslinger commander and aggressive combat commander. Every time you discard a card, you’re not just making a creature bigger—you’re also drawing a card if that creature connects. It’s all about keeping your hand full and your creatures hitting hard, so the deck really shines with looting, rummaging, and wheel effects. The key to making it work is balancing your discard outlets with evasive creatures that can reliably deal damage.
The Creatures
This deck features a suite of creatures that excel at discarding and drawing cards or benefit when you discard cards.
Marauding Mako is a low-cost creature with cycling, allowing you to discard it in the later stages of the game when it might not grow as large. However, you'll usually want to play it to push damage through along with Flameblade Adept in the early portions of the game.
Some other creatures like Fear of Missing Out, Kiora, the Rising Tide, and Fearless Swashbuckler provide the incidental discard effects this deck thrives on while also offering unique and game-changing abilities.
Rielle, the Everwise, Containment Construct, and Conspiracy Theorist turn every discarded card into ““extra draws,” ensuring you never run out of gas and waste no cards.
Magus of the Wheel and Forgotten Creation grant access to repeatable wheel effects, helping you to cycle through your deck quickly and further pump creatures in big chunks of power with the help of your commander.
For win conditions, Glint-Horn Buccaneer, Magmakin Artillerist, Alandra, Sky Dreamer, and The Locust God all capitalize on your deck’s heavy focus on drawing and looting cards, turning card advantage into game-ending threats in the form of damage or creatures respectively.
The Anger and Wonder incarnations provide significant bonuses when sent to the graveyard while controlling the right lands. They grant your creatures haste and flying, respectively, which are huge advantages in closing out a game.
A similar creature that accomplishes both things on its own is Detective's Phoenix. You can recast it bestowed for just 1 mana and attach it to any creature to make it an evasive and hasty threat.
Card Draw and Looting
To keep this deck running smoothly, you’ve got plenty of ways to keep your cards flowing and stay ahead. Cards like Faithless Looting, Windfall, Reforge the Soul, and Frantic Search give you explosive looting effects that can really swing the game in your favor. On the flip side, Ledger Shredder and Alandra, Sky Dreamer offer more gradual value, letting you build up an advantage over time in a more subtle way.
Cards like Lórien Revealed, Refute, and Izzet Charm give you some basic effects that also double as looting. They help you keep your options open while protecting your strategy.
And speaking of protecting your strategy, cards that can loot consistently—like Monastery Siege and Key to the City—are great picks to keep safe with your interaction spells. These cards offer solid value and help ensure that your loot payoffs come through as planned.
The Planeswalkers
I find it relatively easy to remove planeswalkers, and that's why I usually avoid running them in my Commander decks. They also tend to attract more attention than other permanents. This time, I decided to break that rule and include two powerful planeswalkers: Dack Fayden and The Royal Scions.
Dack Fayden is my favorite of the two because of its ability to steal opposing Sol Rings. More importantly, it also has a looting ability, making it a perfect fit for the deck.
Similarly, The Royal Scions provides looting, but its second activated ability offers a boost in combat by granting first strike—an essential ability to help you push through damage and win battles.
The Interaction
No deck is complete without ways to disrupt opponents. Counterspell, Negate, and Fierce Guardianship provide crucial stack interaction to protect your combo pieces (and probably annoy your opponent), while Prismari Command and Abrade offer flexible removal against various threats.
Chaos Warp is a catch-all answer to problematic permanents, ensuring you can handle any threat that comes your way. Meanwhile, Wash Away is a sneaky piece of countermagic that can deal with commanders effectively, making it a great inclusion.
The Payoffs
While I’ve already mentioned some powerful payoffs, there are other cards that let you fully take advantage of your card draw and looting effects.
Take Drake Haven, Improbable Alliance, and Ominous Seas for example. These cheap enchantments generate bodies on the board as the turns go by. Ominous Seas might be the hardest one to get value from, as you need to remove eight counters to create a big 8/8 Kraken token. But with the right setup and other repeatable looters, I can easily see you generating these tokens every couple of turns.
The Sweepers
For board wipes, Blasphemous Act is the go-to choice, efficiently clearing the battlefield while keeping your commander safe. If the game drags on and board states get out of control, this ensures you can reset and rebuild quickly.
Of course, a blue deck wouldn’t be complete without the game-changing Cyclonic Rift to swing the tide further in your favor.
The Mana Base
The mana base in this deck is pretty solid. You’ve got a good mix of dual lands and utility lands to make sure you’re always hitting your colors. Steam Vents, Training Center, and Scalding Tarn are there to cover your bases, and lands like Fiery Islet and Reliquary Tower are great for managing your hand size and card draw.
Rogue's Passage is a nice touch, letting your buffed-up creatures sneak through defenses for guaranteed damage and more card draw. And with ramp options like Izzet Signet, Sol Ring, and Mind Stone, the deck has a smooth mana curve without taking up too many slots for acceleration.
Of course, if you have the budget to spend on more pricey cards like Volcanic Island and Mana Vault or if you already own them, you’re more than welcome to add them in. Still, I tried to keep the overall monetary value of the deck balanced, so I purposely excluded them from the list.
The Strategy
The game plan here is all about discarding as much as possible while keeping a steady flow of cards coming in. Early on, you want to get your looting and rummaging engines going with cards like Frantic Search, Thrill of Possibility, and Magus of the Bazaar, while applying pressure with your early drops if possible. As the game goes on, you’ll start turning all those discarded cards into real threats, buffing up creatures and swinging in for huge damage. Captain Howler, Sea Scourge really makes each discarded card count, so finding ways to discard multiple cards at once—like with Windfall or Reforge the Soul—can lead to some explosive turns.
One of the deck's biggest strengths is its ability to switch between aggression and value. If you're facing a lot of removal, you can rely on Improbable Alliance and The Locust God to create evasive threats. If you need to refill your hand, cards like Magus of the Wheel or Forgotten Creation can help you do that. The deck really rewards smart sequencing, so knowing when to go for damage and when to set up for later turns is key.
Combos and Interactions
Let's take a moment just to clarify something important about Captain Howler's ability. No matter how many cards you discard, Howler will always give +2/+0 per card discarded, but the “draw a card” text when your creature deals damage is once per trigger. That means there's a big difference between discarding a bunch of cards all at once, or discarding them one at a time.
Imagine you activate Magus of the Wheel and discard five cards. That's one Howler trigger that gives a creature +10/+0, and you'll draw a card if that creature connects in combat. However, if you cycle five different cards, that's five individual Howler triggers, which can all target different creatures, and you can draw a card per trigger when those creatures deal damage.
This deck is a bit tricky to play at first, so I wanted to emphasize some of the combos.
Rielle, the Everwise works amazingly well with cards like Windfall or Reforge the Soul, turning big discard effects into huge card draws.
Containment Construct lets you play cards that would normally be lost to rummaging during the turn you discard them. Keep that in mind, as it’s useless if you loot them at the end of a turn, expecting to play with them later.
Drake Haven and Ominous Seas are great for generating free creatures from your discard triggers. They help you to build up a solid board presence over time, and you can trigger these effects on your opponents’ turns, too.
One of the best combos in this deck is Key to the City with Captain Howler, Sea Scourge. When you discard a card to make a creature unblockable, you not only get in damage and draw a card, but you can also untap the Key during your next upkeep to loot again.
If you’ve got Glint-Horn Buccaneer on the field, you add another layer of inevitability, turning every discard into direct damage. If you let this card go unchecked, it can easily turn into a win condition all on its own or along with Artist's Talent when maxed out.
Some effects of certain cards like Inti, Seneschal of the Sun can be further used whenever you discard cards on your opponent’s end step, giving you access to play with new cards exiled from your library on your next turn.
Budget Options
For those looking to build this deck on a budget, there are plenty of cost-effective swaps that keep the deck’s core intact. Scalding Tarn and Steam Vents can be replaced with Swiftwater Cliffs and Izzet Guildgate without sacrificing too much consistency. Fierce Guardianship is excellent, but a simple Counterspell or Arcane Denial works just fine. Similarly, if Ledger Shredder is out of reach, Highway Robbery and Tormenting Voice offer cheap and effective replacements.
Cutting down on pricey wheel effects like Reforge the Soul is another way to save. While it’s powerful, budget-friendly alternatives like Jace's Archivist or Collective Defiance provide similar benefits. The goal is to maintain a steady discard and draw engine without breaking the bank, and there are plenty of options available to keep the deck functional without high-end staples.
Other Builds
Captain Howler, Sea Scourge is super versatile and can support all sorts of playstyles, not just the typical Izzet aggro-tempo build. For a pirate-heavy twist, you can lean into creatures like Malcolm, Keen-Eyed Navigator and Mary Read and Anne Bonny, while adding some fun pirate synergies like Breeches, Brazen Plunderer or Captain Storm, Cosmium Raider. That way, you get a typal flavor while still keeping things aggressive. Note that Malcolm produces an infinite combo with Glinthorn Buccaneer, so it might reclassify what bracket you're playing in.
If you’re into the idea of a pseudo-madness deck, you can build around more discard-rewarding cards like Anje's Ravager and Fiery Temper, especially since you’re already running a couple of wheel effects. It’ll let you generate extra value from your discards and keep the pressure on.
For a more controlling version, you could try adding mana reducers like Baral, Chief of Compliance and Goblin Electromancer, using your commander as the main way to dish out damage. But keep in mind, this approach kinda moves away from the core strength of Captain Howler, Sea Scourge, which thrives on building up those discard synergies and turning them into major plays.
Victory Lap

Rielle, the Everwise | Illustration by Yongjae Choi
Unlike Hashaton, Scarab's Fist, which likes discarding creatures to cheat them into play, Captain Howler, Sea Scourge offers a similar yet different approach that turns small creatures into deadly threats.
What do you think? Do you like how this deck turned out, or would you rather make any changes to adjust it to different Commander brackets? Let us know in the comments!
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