Dire Fleet Daredevil


Format Legality
Pre-release Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

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Set Rarity
Rivals of Ixalan (RIX) Rare

Combos Browse all

Dire Fleet Daredevil

Creature — Human Pirate

First Strike

When Dire Fleet Daredevil enters the battlefield, exile target instant or sorcery from an opponenty's graveyard. You can cast that card this turn and you may spend mana as though it were mana of any color. If that card would be put into a graveyard this turn, exile it instead.

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Recent Decks

Dire Fleet Daredevil Discussion

Iamme10000 on Is it Ponza?

10 hours ago

I love resource denial. If you can't fight fair, fight dirty. +1 from me.

I think you'd want to run the last Snapcaster Mage over the third Dire Fleet Daredevil for a control deck. I do love the Daredevil, it's a cheeky way to steal the opponent's deck, but personally, I prefer the reactivity and consistency of Snappy in control decks.

Kaleo42 on cEDH Godo Helm

6 days ago

Apologies for the delay, I had to write this twice.One time mana sources make a lot of sense since you do need 11 mana to play your commander and equip all in the same turn.Basalt Monolith, Grim Monolith, Lion's Eye Diamond, Mana Vault, Pyretic Ritual, Desperate Ritual, Seething Song, Lotus Bloom, Lotus Petal, Treasonous Ogre, Vessel of Volatility, Simian Spirit Guide

Rite of Flame is too weak and Mana Seism may be a bit too deep.

Good RocksChrome Mox, Mox Diamond, Mana Crypt, Mox Opal, Sol Ring, Coalition Relic, Gilded Lotus, Thran Dynamo, Everflowing Chalice, Mind Stone, Fellwar Stone, Metalworker

Ok rocks to cut if you need more slots.Worn Powerstone, Jeweled Amulet, Fractured Powerstone

EquipmentHammer of Nazahn, Helm of the Host, Lightning Greaves all good but how do you feel about Sword of Feast and Famine + Aggravated Assault backup strategy? Sword of the Animist is a good equipment for this strategy as well but depending on the table may not be fast enough.

Draw and tutorsSensei's Divining Top, Daretti, Scrap Savant, Tormenting Voice, Wheel of Fortune, Imperial Recruiter,

I do not like Gamble without reliable graveyard interaction and I generally dont like Winds of Change especially if your opponents have any graveyard interactions.

Love the counter package, no Dualcaster Mage?Fork, Burnout, Pyroblast, Red Elemental Blast, Reverberate, Ricochet Trap, Glorious End, and of course Possibility Storm. Not a big fan of Veilstone Amulet in cedh but the makeup of your local meta will make or break this card. Active Volcano is probably too much.

Extra turns can be a big surprise win for this strategy. Love them. Final Fortune, Last Chance, Warrior's Oath

Artifact hate seems good but missing Vandalblast. By Force, Shattering Spree, Trash for Treasure.

Moon effects are strong but another meta call. Blood Moon and Magus of the Moon

Maybe too many colorless lands? I think you could cut one land overall but I understand you want to hit each land drop. Ancient Tomb, Buried Ruin, Cavern of Souls, City of Traitors, Command Beacon, Crystal Vein, Dwarven Ruins, Gemstone Caverns, 25xMountain, Sandstone Needle, Scorched Ruins, Sequestered Stash

Equipment assists seem good for faster hands but kind fragile. Brass Squire and Magnetic Theft

Dire Fleet Daredevil is a good card.Goblin Welder, Slobad, Goblin Tinkerer, and Welding Jar are all good.

Kuldotha Forgemaster is a good way to tutor the equipment into play.

Sphere of Resistance is a fantastic protection card but can make it easier for others to combo if you leave it out.

Hebbinator on The Doubloon Platoon [Modern Pirates] Magic_Aids*

1 week ago

Little update, I ended up running two copters. They did help with getting rid of the pesky extra vials and lands. Have you thought about putting Dire Fleet Daredevil in the board? I've had a lot of success with those as well, in response to their Snapcaster Mage after they choose a target, vialing one in and taking it just feels too good.

xhuggels on Grixis Pirates(Gimmicks galore)

3 weeks ago

yeah theres lots of tech in this deck against scarab god...any gods for that matter, as the removal plays around indestructible too. The problem with these kinds of decks are that they either play too many or too few creatures against control. The Dire Fleet Daredevil is there both for its first strike for the first strike/deathtouch combo, and against control as it forces a removal spell. dive down is really good i agree. it plays both against straight up target removal, and against stuff like Hour of Devastation , but it fails against other board-wipes. I felt like Admiral's Order is more versatile in what it defends against in terms of the bigger picture, which is defending board presence rather than a single creature. id have to drop either creatures or removal pieces to fit dive down in here. its a really good card, and its literally the next card on the list to go in, followed by Lookout's Dispersal. The problem is theres just no room for it, at least from my perspective.

What would you replace it with?

Argy on Grixis Pirates(Gimmicks galore)

3 weeks ago

Flame-Chained is problematic for this deck, which means that any Control deck will be.

The way around this is to try using more cards.

StuBi and I use Dive Down to good effect in his Ahoy, Me Hearties! deck.

Some Disallow in either Main or Side could also be useful.

A different way to go is to use Gonti, Lord of Luxury in the Sideboard. It is another Creature that Control has to deal with, and it can use their cards against them. I would use it instead of Dire Fleet Daredevil. That card is actually fairly useless, as it doesn't have Flash.

Some Scavenger Grounds would stop Cut / Ribbons from winning the game, but unfortunately you can't afford to put any more lands in your deck that only produce

It's a good card for Exiling The Scarab God.

The last idea I have is Lost Legacy. It's brillant for removing Opponent win conditions.

Three colours is tricky at the moment unless you use Evolving Wilds, and/or Aether Hub.

cgomes on Akiri-Bruse (RW) Aggro-Control

3 weeks ago

Many card choices are meta-dependent (e.g., blast duo, grid) or depend on how you play edh (e.g., if you don't play against 3 or more opponents, Luminarch Ascension is not good). The ones I'm testing are usually not great cards, as they occupy flexible slots, and I'm pretty sure Pia and Kiran Nalaar will probably go at some point.

Dire Fleet Daredevil is a good card in multiplayer edh. I've never been in a situation in which it did not have a decent target. Most of the time, it will target card filter (brainstorm, ponder, etc.) or cheap tutors (demonic, vampiric, mystic tutors). Ocasionally, you can target card draw from your opponents or removal. It's always been decent, so I'll keep it for now. I'd play it over Recoup for sure.

I've not tested Springleaf Drum. I've been looking for cards like that (I'm testing Collective Effort here because of akiri), so I'll give it a shot. Thanks for bringing it up.

elfric on Akiri-Bruse (RW) Aggro-Control

3 weeks ago

hey cgomes how is it going? i like the current form fo the deck but what do you think are its weakest cards?

do you like Dire Fleet Daredevil? its so situational. i noticed you dont play Springleaf Drum and i have seen it perform very well with akiri as another fast ramp card.

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