Here's my Grixis Pirate deck for standard! The deck functions well with aggro early game, and then can also stop the big plays later on down the road.The sideboard functions as a translative change for game 3,using the Freebooters and Duress to make a hard switch to a tempo/control build.This has honestly been so fun to build and pilot so far, so I hope if you build it, you have fun too!
Turn Tasks
Here, I'll run through the basic goals of the deck's first few turns. The lists run best to worst, and the deck is designed to always have 3+ options out of the gate. Pirates thrive on versatility, so always keep that in mind!(keep in mind, of course, any play from an earlier turn can be used on a later turn. Each bullet is a different option for the turn.)
- Turn 1
- Put Siren Stormtamer onto the Battlefield.
- Prepare to Opt on their End Step.
- Play a slow land and wait for next turn.
- Turn 2
- Turn 3
- Ideally, all 3 colors are available, with 1 Unclaimed Territory on Board.
- Put Captain Lannery Storm onto the Battlefield. This opens up a wide range of plays if done on T3, from spare mana to use Siren Stormtamer's ability, to a revolted Fatal Push. Or, you just ramp and fix your mana for T4.
- Attack with Siren Stormtamer, then play Ruin Raider in MP2. This opens up some acceleration for the deck, and with the build's curve, offers good odds for low damage.
- Attack, then play Rigging Runner in MP2
- Prepare to Opt on their end step, while holding mana for a Lookout's Dispersal.
- Play a Fell Flagship, pumping any small creatures into moderate threats, then attack.
- Put Fathom Fleet Captain onto the Battlefield.
- Turn 4
- If you have a treasure token, feel free to play a slow land, even if you have a basic or faster land in hand.
- Play Captain Lannery Storm if you don't control one yet. This can also be more ideal on T4 than T3, depending on opponent's boardstate.
- Play Fell Flagship to pump your creatures.
- Play Ruin Raider to accelerate the game.
- At this point, you begin attacking in earnest, using your pumps and Declare Attackers-step abilities to establish a strong board, clear threats with removal spells, and pressure your opponent into spending their resources early.
Captain Lannery Storm + Fatal Push
makes for an easy Revolt trigger during combat to keep her alive, and also pairs well with post-combat moves like Rigging Runner and Lookout's Dispersal. Cpt. Storm is the reason behind the deck favoring Red-capable mana sources and the one-off Aether Hubs.
If Fathom Fleet Captain gets out of hand, it becomes extremely difficult for opponents to keep your boardstate under control, and gives you blockers to stay alive on their turn. He becomes an important part of playing around Settle the Wreckage, as you won't need to swing all of your creatures to deal damage.
Kari Zev, Skyship Raider is a fantastic aggro piece for the deck, and in the event of Settle the Wreckage, gives you 2 land searches. Unfortunately, Ragavan doesn't benefit from Fell Flagship's pump, but Kari's first strike makes up for that.
Dreamcaller Siren saves you games. Simple as that. The main runs 2, and the sided copy is to help against more aggressive decks.
Overall, the deck keeps pace with aggressive decks by consistently staying on-curve, and can be played well enough to knock around control decks.
Good fortune to ye, and happy plunderin'!