Buccaneer's Bravado

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Rivals of Ixalan (RIX) Common

Combos Browse all

Buccaneer's Bravado

Instant

Choose one—

• Target creature gets +1/+1 and gains first strike until end of turn.

• Target Pirate gets +1/+1 and gains double strike until end of turn.

Buccaneer's Bravado Discussion

Marchiali on Help me create a pirate ...

2 weeks ago

So back when pirates of ixalan were released no one really played them because of the mana base, at least not in Grixis. Right now the mana base is solid enough to technically make them work.

What I am trying to do right now is creating a deck where all cards fit into the pirate theme while still staying somewhat competitive. It doesn't have to win all the time but having a chance against burn and Teferi would be nice.

It... hasn't really worked out so far. Is such a deck even possible?

The most success I had so far was basically Tempo Blue with some splashing for Grixis so your flying pirates benefit from effects like Dire Fleet Neckbreaker and Fell Flagship .

With cards like Siren's Ruse , Lookout's Dispersal and of course Siren Stormtamer you have decent disruption, I have even been experimenting with adding more discard like Duress or Heartless Pillage . The latter is pretty great as far as discard spells go since it is effectively CMC 2. Cancel , Hornswoggle , Admiral's Order and Spell Swindle are pirate themed but not worth including in my opinion.

As for Lifegain your choices in a pirate theme deck are basically limited to Fountain of Renewal and Navigator's Compass . Compass is actually not that bad since it let's you fix your mana base without handing aggro decks a free 2 damage. (I am making an exception to the theme rule for Shocklands)

Admiral Becket Brass is a great flavor card but usually when you can hit your opponent with 3 pirates they are either dead or would be if you had dropped a Dire Fleet Neckbreaker instead of the Admiral.

The real problem with pirates seems to be that they want to go fast since their late game sucks but they have basically no advantage over mono red or blue other than tribal synergies. And their tribal synergies aren't that great, most of them are not even available until turn 4 or 5.

For Removal there are some options: Walk the Plank is great flavor although a bit hard to cast. Hostage Taker and the Admiral are decent for dealing with Teferi but not that amazing. Lightning Strike , Makeshift Munitions (bombarding your opponent with treasures is hilarious) and Fiery Cannonade are your go-to burn spells.

There are some good red combat tricks as well as Dire Fleet Poisoner but I am kinda on the edge concerning those. Buccaneer's Bravado on an unblocked creature with decent power can close out games.

Card Draw can be provided by Curious Obsession (a bit tricky when you are also running Siren's Ruse), Chart a Course and maybe Treasure Map  Flip and Dead Man's Chest . March of the Drowned could also be very valuable since it only costs 1 mana.

Like I said the best creatures seem to be the pirates that either have very good tribal synergy or flying. I am considering Fathom Fleet Captain and Forerunner of the Coalition but they both seem to be too slow. When you have a lot of treasures getting the city's blessing for an early extra turn via Timestream Navigator isn't too hard but I haven't really profited from it that much.

Revel in Riches is an interesting wincon but just too slow. Maybe an option for a more control-based approach. But when you have lots of treasures out it seems to be more viable to cast Mnemonic Betrayal , which technically isn't a pirate spell but looks like one. Or use overpriced Cards like Pirate's Prize that create more treasures.

With all that knowledge I still can't figure out a decent pirate deck, am I missing something? I am aware that you got to concentrate on some mechanics to make them work but I am not sure on which ones.

I really want to make pirates work before they rotate out and possibly never return to Standard.

EDIT: Just noticed there is also a token-based approach with Fathom Fleet Captain and Vraska, Relic Seeker

Kodiak509 on All Types of Pirates!!!

1 month ago

I'm pretty sure between my friend and I, I can get at least 2 of both Sulfur Falls and Submerged Boneyard Since him and his girl aren't playing any b/u or r/u rn... But that's not necessarily to dismiss the suggestion of dropping blue. And Mana has screwed me playing tonight a little. Mostly black because I realized I have a lot heavier black presence than I thought...

Also, though: I've found my most consistent win conditions seem to revolve around Storm Fleet Sprinter. 2 dam unblockable - not that special. Hopefully, I'm able to buff that up a couple times. Fell Flagship helps, and so does Pirate's Cutlass. That's 5 unblockable. But what's even more awesome is having Dire Fleet Neckbreaker as well for 2 more - but that's already all 3 colors between Storm Fleet Sprinter+Dire Fleet Neckbreaker. And the 2 extra from neckbreaker is pretty negligible unless you hit him with Buccaneer's Bravado for double strike. That's been about the nastiest I've seen this build play is when I'm able yo utilize the unblockables and also doubling that dam up. That's a 14 unblockable swing I just added up. Even just reading that is kind of astonishing right? Lol

With that said - I'm sure there's a lot changing I have to do with my archetypal theory at the moment. My SO beat me 6 of 7 hands earlier with this one Truly Competetive Saps :(. I'll have to think about what I'd be losing to drop the blue. I'm not that worried about getting cards though. Between all of us cardpooling, we really have almost any card we'd use in standard already. Even rare and mythics just because you do 'aquire' them over time. Like I know I could pull together a full set of Fell Flagship because he showed them to me the other day, I forgot them. I'm sure we have 2 copies of pretty much anything within reason...

JakeHarlow on Budget Pirate Aggro

1 month ago

@ Skippyeights:

First off, I want to thank you for checking out the deck, and also for your very kind words and suggestions. I’m glad that you were able to get something out of my card explanations — it’s always my hope that my reasonings for card choices are clear in my descriptions.

Secondly, don’t worry! None of your questions and or suggestions were even remotely stupid — and indeed, you’ve raised some very valid possibilities that give me food for thought. I’ll go through your ideas below and reflect on them, and also tell you what my initial ideas for these cards were (if I had any before now).

  • Deadeye Tracker: Pirates are a surprisingly versatile tribe, and this is its best piece of anti-graveyard tech. Against the Golgari and Arclight Phoenix lists, you are absolutely right that it would do work. My reasons for not including it are: 1) It’s quite small and fragile, thus not really on-theme with our aggressive plan, and requires a pretty hefty mana investment to get it to a useful size for combat; 2) Since we are using a 21-land mana base, explore is far less likely to hit a land and draw it for us — not to say that makes it useless, since we can still pitch away whatever’s on top of our deck, but it also weakens some of our topdecks like Dire Fleet Poisoner, since we really don’t want our opponent to know if we have that card in hand or not; 3) We already have reasonable anti-graveyard maindeck pieces in Dire Fleet Daredevil and Lava Coil, although admittedly Deadeye Tracker is better than both of those in that particular role; and finally 4) though it’s strong against the Golgari and Arclight Phoenix decks, we’ve got strong tech in the form of Fiery Cannonade already — it kills almost all of Golgari’s creatures apart from Doom Whisperer and the Findbroker, and it kills the Phoenixes at instant speed after they come back, effectively fizzling the opponent’s spell string (but admittedly not permanently getting rid of the Phoenixes).

  • Forerunner of the Coalition: I really like this card. Tutoring is almost always strong, and adding unblockable damage with its triggered ability gives the deck new reach. However, it has the drawback, which you correctly recognized, of telegraphing our next play — something we’d like to avoid if possible. Additionally, its subpar size for its mana cost is problematic, coupled with the fact that it has no evasion or keywords of its own. That said, it’s far from being a bad card, and I’d probably be playing the full playset if Ruin Raider wasn’t such a strong 3-drop. Its triggered abilities are very good.

  • Pirate's Cutlass: There is definitely a Pirate deck out there waiting to be built that will run these. It will probably utilize fast, hard-to-block creatures like the blue Pirates, and also run Buccaneer's Bravado as a finisher. At three mana, though, it’s fighting for a spot against some of our best cards, and while it is a really cool card, it’s not high-impact enough for our strategy to use. We’d usually rather spend the three mana to cast Ruin Raider and start drawing extra cards, etc.

  • Garna, the Bloodflame: Honestly, I forgot all about this card. Sure it isn’t a Pirate...but it is supremely good anti-board sweep tech. At five mana, she’s steep and a bit fragile for her cost. Currently we are using the more-easily cast March of the Drowned as our board wipe recovery card. Garna is definitely very interesting though, and worth a look. Although I’ll note that when I’m playing 21 lands, 5-drops can be pretty tough to cast.

Thanks again for the comment and I hope this helped you. Feel free to get back with me if you have more thoughts!

AltSilhouette on Pirates of Fire

1 month ago

Hi Ninjew42, thanks!! I like your deck and suggestions a lot.

  • The haste on Captain Lannery Storm and Fanatical Firebrand is sweet, but I hate they don't have evasion or even pseudo-evasion. It makes turns where I can't attack with them because I don't have a trick, or enough mana open for a trick. I'll test with them and see how they go!

  • Walk the Plank is an awesome card, except that I play this on MTG:A and run into stupid, stupid, merfolk. The double black mana cost is also really rough, at least until Ravnica Allegiance comes out and Blood Crypt becomes available. I like being able to keep starting hands with double Unclaimed Territory and I fear I'll never be able to play this when I need to.

  • Lightning Strike is indeed a great candidate and potential way to finish out a game. I've played with it before to great success, but at the moment I favor Lava Coil because it can remove most troublesome blockers, like drakes or phoenixes. Vraska's Contempt is my favorite removal in the format, but it's too slow and expensive for this deck. I love exiling planeswalkers but I think this deck does better by doing damage with its pirates.

  • Buccaneer's Bravado and March of the Drowned are clearly awesome, but if I have multiples of them in my hand I'm usually dead in the water. How do you deal with that?

Ogoki on Bled Dry Pirates

5 months ago

Fiery Cannonade can really help against red decks or any other low to the ground decks and Buccaneer's Bravado can be crazy on the right attack

FullmetalWes on Black/Red Aggro Pirates

6 months ago

I'd take out that Built to Smash and Fervent Strike for Claim // Fame and/or Buccaneer's Bravado. Looks like a fun build. Good luck!

Acute19 on Blimey! Boys

9 months ago

Buccaneer's Bravado is the whole point of playing this deck. It's the best finisher for an aggro tribal deck that you could ask for.

PedroMarcello on Aggro Pirates

9 months ago

Consider building around Buccaneer's Bravado, you can kills outta nowhere with Built to Smash and Invigorated Rampage.

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