Captivating Crew

Legality

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

Printings View all

Set Rarity
Magic Game Night (GNT) Rare
Ixalan (XLN) Rare

Combos Browse all

Captivating Crew

Creature — Human Pirate

: Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn. Activate this ability only at any time you could cast a sorcery.

Set Price Alerts

Captivating Crew Discussion

BahGringo on One Pissed Off Combo Lady | Rakka Mar EDH

1 month ago

First thing first I hate to be that guy but, your commander would be better off being Kiki-Jiki, Mirror Breaker or Feldon of the Third Path . Now I kinda hope you ignore that suggestion though.

My best suggestion is Sundial of the Infinite This turns anything temporary into something permanent. Exile at end of turn become "keep forever". Steal until end of turn becomes "Keep Forever". Anything that ruins your turn like cyclonic rift counter it with sundial.

Have fun going through and choosing stuff from the list and worst part of all cuts in your own deck.

andbartwo on What's mine is mine, what's yours is mine!

1 month ago

The biggest issue I see is that your cheapest STEAL+YEET combo cost 4-5 mana to play(unless Angrath is already on the field), which is fine if they let you punch them with their own creature before your YEET. IDK if you want to run 4 Captivating Crew as him + his ability cost a total of 8 to play. You might switch with something from your sideboard. Gutterbones might be a good addition once released.

FastIsFaster on Grixis Thief [GRN]

1 month ago

If you want to go a more control/traditional route, there are a few things I would suggest:

1.) you need some instant speed plays here. Removal like Cast Down, card draw like Chemister's Insight or similar, or counters like Ionize or Sinister Sabotage.

2.) There are a few cards I feel don't really help you very much here:

What is the best target for Helm of the Host? Copying Nicol Bolas, the Ravager  Flip is fine, but copying anything else can be done faster by Quasiduplicate.

Captivating Crew requires 4 mana every time you want to steal, and that will limit what else you can get done in a turn. Even if you steal their best thing (let's say something like Lyra Dawnbringer) they still get it back. If you really want to stick with the thief theme, I would suggest a few copies of Cast Down or Murder so you can destroy the creature after you swing in with it.

Mnemonic Betrayal seems out of place here, and I'm not quite sure how good this is. You aren't running much removal (really just Plaguecrafter and The Eldest Reborn, so all other things in the opponents graveyard are probably not good targets. When they discard, they are discarding the worst card in their hand usually. That card is much more powerful late in the game, but without more removal you likely wont get to late game. Even if you got it off late in the game, you need X + 3 mana to do anything, and what do you need X to be to really be effective? Sticking with the Lyra Dawnbringer example, even if you had removed it, you need 8 mana to get that back onto the field under your control. It also doesn't really help as graveyard hate against the decks that utilize graveyards, because unless you cast the cards they go right back. I would strongly recommend cutting this card.

Dead Man's Chest is miles better when you play removal. Without it, you are waiting for combat, and most people will play around that.

I don't love Phyrexian Scriptures here for you, as it hits your side of the board too. If you have two things out, you will lose one. You run a lot of creatures, so it seems unlikely you would only have one out and would really benefit from that board wipe.

As a general rule of thumb with Grixis, you want to be able to interact with your opponent and disrupt their turn to enable your next turn. Counters and removal will do that. Whatever you final build looks like good luck with it!

FastIsFaster on Grixis Thief [GRN]

1 month ago

If you want to go a more control/traditional route, there are a few things I would suggest:

1.) you need some instant speed plays here. Removal like Cast Down, card draw like Chemister's Insight or similar, or counters like Ionize or Sinister Sabotage.

2.) There are a few cards I feel don't really help you very much here:

What is the best target for Helm of the Host? Copying Nicol Bolas, the Ravager  Flip is fine, but copying anything else can be done faster by Quasiduplicate.

Captivating Crew requires 4 mana every time you want to steal, and that will limit what else you can get done in a turn. Even if you steal their best thing (let's say something like Lyra Dawnbringer) they still get it back. If you really want to stick with the thief theme, I would suggest a few copies of Cast Down or Murder so you can destroy the creature after you swing in with it.

Mnemonic Betrayal seems out of place here, and I'm not quite sure how good this is. You aren't running much removal (really just Plaguecrafter and The Eldest Reborn, so all other things in the opponents graveyard are probably not good targets. When they discard, they are discarding the worst card in their hand usually. That card is much more powerful late in the game, but without more removal you likely wont get to late game. Even if you got it off late in the game, you need X + 3 mana to do anything, and what do you need X to be to really be effective? Sticking with the Lyra Dawnbringer example, even if you had removed it, you need 8 mana to get that back onto the field under your control. It also doesn't really help as graveyard hate against the decks that utilize graveyards, because unless you cast the cards they go right back. I would strongly recommend cutting this card.

Dead Man's Chest is miles better when you play removal. Without it, you are waiting for combat, and most people will play around that.

I don't love Phyrexian Scriptures here for you, as it hits your side of the board too. If you have two things out, you will lose one. You run a lot of creatures, so it seems unlikely you would only have one out and would really benefit from that board wipe.

As a general rule of thumb with Grixis, you want to be able to interact with your opponent and disrupt their turn to enable your next turn. Counters and removal will do that. Whatever you final build looks like good luck with it!

Skippyeights on Budget Pirate Aggro

1 month ago

I am just returning to mtg after a 15+ year absence (before October the last expansion I purchased was Onslaught) so I am still catching up on the changes to the game. That being said, I hope you will forgive me if my questions/comments seem stupid.

First off, I really appreciate how tight the curve is that you have built into your deck. I have been dinking around with a Rakdos Pirate deck using either one or both of the Angrath planeswalkers and Captivating Crew. Unfortunately, I don't see it being competitive for FNM because without any good way ramp it, it's just too slow. There were a few cards, however, that I was looking to use and I was wondering how they might fit into your design. They are:

Deadeye Tracker. I don't think it would fit well in the main deck because it certainly doesn't pack the punch of a Daring Buccaneer but how useful would it be versus something like a Golgari midrange, Arclight Phoenix or any other deck that likes to manipulate the graveyard or utilizes Jump-start. Plus it explores so you get that benefit too.

Forerunner of the Coalition. It is kind of a pirate tutor and could help you draw whatever pirate you may need to address you current board, plus it is another body you can throw in front of a stompy. The problem is its near the top of the curve and it telegraphs to your opponent what your next turn is likely going to be.

Pirate's Cutlass. Equipment is whole new concept for me, so I don't really know how effective it could be. I can see it being useful against some control decks because it might survive a board wipe and could help buff any new creatures you cast. It could also be useful versus weenies and tokens. Besides, don't pirates kinda have to use cutlasses?:-)

Finally...Garna, the Bloodflame. I know that he is not a pirate and that he is expensive, but would he help against control? It would make rebuilding easier after a board wipe,but that would require you to leave a big chunk of mana untapped. Then again, control can long run depending on it's kill mechanism so you may have the extra mana lying around. Plus, he isn't a pirate so he may be unexpected.

Again, I really your deck. It looks a lot like some of the "sligh" decks people were running in the early days, but seems to be more versatile verses a wider variety for decks. I also really appreciate your detailed explanation about why you chose the cards you did, especially the sideboard. It helps a veteran newbie get caught up. Thank you!

Skippyeights on Treasonous Ogre

2 months ago

I really like your deck concept and look forward to trying something like it.

I have a few questions/comments:

Have you considered throwing in Pitiless Plunderer? It gives more bang for your buck because you get free mana in addition to any other benefit from the sacrifice. It is a four drop, but could help fuel bigger drops later or give more power for the Captivating Crew. If paired with Makeshift Munitions, it can help take out weenies, giving you an extra kill by spending one mana and burning a token. The Plunderer is also, in a pinch, a decent 1/4 blocker/speedbump for a big stompy.

Thallid Soothsayer? Another four drop but can provide some card advantage later in the game.

Maybe exchange out a few Undercity Necrolisk for a Ravenous Harpy or two? Not as tough, but they are a three vs. four drop and most importantly can provide air support.

Helm of the Host Steal something Really Cool, use the helm to make yourself a permanent copy, then sac the original. That frees up the Helm for the next turn. Or use it to copy whatever you want a Xerox of on your own side. If I remember correctly, because the token copy isn't cast, there is no need to sac a creature to copy your Demon. You got an assembly line pumping out a free badass every turn.

What about Severed Strands in the sideboard? Depending on your opponent, it could better Vraska's Contempt, especially if they aren't playing planeswalkers. Strands is half the mana cost, the "penalty" is actually a benefit cause the other guy's critter gets the sac, it can give a much larger life boost and best of all it doesn't require a bank loan to buy a set of 'em. Unfortunately, it's a sorcery so can't be used reactively.

Finally, what kind of creature ratios are you seeing between you and a your opponent? Depending on the balance, Fraying Omnipotence could be really useful. You steal a large chunk of his/her army, cast the spell, and then sac the ones you stole while they halve whatever they had left. Plus, if you have a Plunderer or two, you may have enough mana to steal any creatures they have left with a Captivating Crew and then can stage a mass unblocked attack.

Anyway...I really like the possibilities your concept provides. It's too bad red/black doesn't have a lot of ways to "borrow" your opponents's forces, but it certainly has a lot of interesting ways for you to kill 'em all once they ARE yours. (cue sadistic laughter)

Bloodytrailz on Marchesa, On the way to the top!

2 months ago

The more I thought about it, the more i'm not a fan of riptide enhancer. It requires damaging a player without evasion and no way in the deck to give it evasion. I'm looking at alternatives that serve a similar function.

Sower of Temptation is high on the list of potentials, it has evasion and guaranteed mind control... it doesn't give the stolen creature haste so I might not be able to counter them up until the turn after but I could always sacrifice the creature in response if they attempt to remove the sower.

Captivating Crew is kind of a staple for many of the mind controller style decks and I can see why, however the amount of mana you have to sink into his effect is pretty large.. but he has the advantage of being able to gain control of the creature that turn. (You are paying 4 mana for that effect each time compared to just sacrificing a sower of temptation.)

Exclusion Mage a bit of a basic one, but could potentially softlock a creature based game (+bounce & discard) with a metallic mimic/marchesa or sage of fables/marchesa and can kill tokens.

Teferi, Mage of Zhalfir this is basically just a "good stuff" card. Turning all our creatures into flash speed gives them pseudo haste and he slows down opposition shenanigans a lot. Not super high up on the list, but definitely worth giving a thought about.

Trophy Mage can fetch every artifact we have in the deck which gives us access to a sacrifice outlet, ramp / color fixing, sacrifice fodder, card draw, lifelink etc... lots of utility in being able to draw out our artifacts at will.

Just a handful of ideas I'm looking at.... from most interested to least interested it's probably Trophy > Sower > Exclusion > Teferi > Captivating.

MindAblaze on Thraximundar QIP

3 months ago

Have you considered playing this as an Aikido style build where you use the opponents things against them? What sort of playgroup do you expect to come up against?

Stuff like Mind Control, Mark of Mutiny, Slave of Bolas(already here) and even Captivating Crew can be used to steal stuff that you then either sac for value, or keep safe while swinging with Thraximundar.

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Captivating Crew occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Red: 0.02%

U/B/R (Grixis): 0.24%