Captivating Crew

Legality

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

Printings View all

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

Combos Browse all

Related Questions

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.

Captivating Crew Discussion

pedroedmarcos on Stealing cards in EDH

2 months ago

Hey there,

I just saw this "Comprehensive Rules Changes" and I didn't get it.

It says: "110.2b and 800.4c If I steal your creature then lose the game, you get it back since you're its default controller. If I steal your spell then lose the game before it resolves, you get it back since you're its default controller. But if I steal your spell, and it becomes a permanent, then I lose the game, you didn't used to get it back. That's changed to line up with other effects that change an object's controller, though, if I take something from you that you never controlled (with Bribery, for example), it still gets exiled if I lose the game."

One of my friends have a Marchesa, the Black Rose that steal creatures. So If my opponnent takes the control of my Zacama, Primal Calamity (Using the interaction of marchesa, taking control with something like Captivating Crew , followed by putting a +1/+1 counter on it and then sacrificing, so it doesn't return to me at the end of turn) but I kill him, I take my dino back?

Dark_Paladin on JLK's Greven Deck l CZ#286

3 months ago

My brother just pointed out that Captivating Crew would be good for allowing you to steal other people's creatures turn after turn for sacrifice fodder

Mj3913 on Greven, Hateful Captain

3 months ago

Don't ask what to remove for any of this... just some good synergies.

Captivating Crew and Puppeteer Clique can steal and effectively remove creatures paired with Greven. Doom Whisperer grows Greven while allowing you to dig and ditch if you will, while Plunge into Darkness can find that game ending card at the right moment. Bond of Agony , Killing Wave , and Nightmare Lash all allow for payment of life with benefits. Slaughter while limited it is still relevant and repeatable removal. And lastly Withering Boon because why not.

And should of first reserved my spot on the Deck Help page... oh well, enjoy this one free. +1

kinghehehee on Greven, Predator Captain EDH

3 months ago

I really like this build and am very excited for Greven, I’ve been tinkering with a decklist myself and I’m curious what you think about Captivating Crew ?

FlavioFaive on Rich Pirates Don't Need to Raid

4 months ago

Bitterbub Actually it isn't slow at all due to the lands I chose. Surprisingly I have more problems agaist midrange and control due to the lack of removals. Usually after one or two Fiery Cannonade well timed, the aggro opponent concedes.
I always have a pile of treasure tokens aside so usually I can use Vona's Hunger on turn 4 or 5 with full potencial. But yes, this card is better against an army of big creatures or early against only 1 big creature.
Actually my deck has many Shock . I use Makeshift Munitions instead of Shock and Lightning Strike against small creatures, and I combine Makeshift Munitions with Fathom Fleet Cutthroat , Angrath, the Flame-Chained or Captivating Crew against big creatures.
The inicial idea was build a deck only with Ixalan and Rivals of Ixalan cards. But I accept card suggestions from any set. Which removal card would you recomend? I thought maybe exchange Prosperous Pirates for Admiral Beckett Brass ... But hardly never I could cause combat damage with 3 pirates... Though this card would help to crew Conqueror's Galleon  Flip earlier. Or I could exchange one Vona's Hunger for another Angrath, the Flame-Chained .
Yes. Unknown Shores is a shitty mana-fixer but is faaaast! Fast like a basic land. All my lands enter the battlefield untapped. My deck is mostly creatures and artifacts so with Unclaimed Territory I have no problems casting most of my cards. For the noncreature spells I use the treasure tokens to cast the cheaper ones. I always have a pile of treasure tokens.

multimedia on Davy Jones Pt.2

5 months ago

Hey, saw your forum topic asking for help.

Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.

The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.

There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.

Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.


My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .

11 cards to consider cutting to add more lands:


Other cards to consider cutting to make 100 cards:

As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.

Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.


Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.

For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.

Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.

Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.

I offer more advice if you would like. Good luck with your deck.

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Captivating Crew occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%