Dire Fleet Neckbreaker

Legality

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

Printings View all

Set Rarity
Rivals of Ixalan (RIX) Uncommon

Combos Browse all

Dire Fleet Neckbreaker

Creature — Orc Pirate

Attacking Pirates you control get +2/+0.

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Dire Fleet Neckbreaker Discussion

Supahpikmin on Booty Bandits

3 weeks ago

Hi TheAmazingRebel, I playtested your deck against a control deck and an aggro deck, and I have some suggestions for you.

First off, your pirate picks are quite solid. There's great synergies between evasive creatures and enchantments/Brass, and your curve looks good in my opinion. Your lands look pretty good, and you didn't overdo the removal.

Here are my thoughts of what you can improve on:

your land count of 23 is pretty solid and almost guarantees you'll have the mana to keep pumpin' out pirates. However, Cinder Barrens and Fetid Pools come in tapped, which can severely slow down your speed. I would replace them with either basic lands for budget, or more expensive lands that let you pay life or fulfill a condition to get them in untapped. You can also consider dropping a land if you feel you're getting mana-flooded too often. Another thing to note is that you can drop some black mana production in exchange for UR lands. You have no early black creatures, so getting that black at the start does nothing, while getting blue or red mana will usually determine the game.
While a lot of the cards included here are strong, i feel that 17 noncreature spells dilutes the deck too much. You have enough low-mana creatures to call this an aggro deck, so that's where I will go with my advice. Remove Vanquisher's Banner, Negate, and 1-2 March of the Drowned. These cards are unnecessary in an aggro deck because they are too slow and stop you from developing a board. Replace those cards with pirates and maybe even another See Red, and you will be good to go.
Now that you have 4-7 slots open in your deck here are some suggestions to fill the gaps:

  • Dire Fleet Poisoner is incredible against creature heavy decks. You get a surprise deathtouch blocker, a surprise deathtouch attacker, or 1 extra damage for just 2 mana!

  • Forerunner of the Coalition is such a fantastic card. It denies land flooding, controls your draw, and stacking them together lets you hit your opponents in the face while still developing a board. Great in the early game, great in the mid-late game when you just need a final push. Add 1-2.

  • Rigging Runner is not a card to be underestimated. Getting a 2/2 first strike on turn 2 plus another 1-drop is really strong. It's a great pressure tool against opponents who also run aggro or lower health creatures because you can make fantastic trades. It combos well with Dire Fleet Poisoner too.

  • Protean Raider is an interesting card to toy with. At worst, it's the best creature on the field. Works well with Hostage Taker, Forerunner of the Coalition, and Dire Fleet Neckbreaker. It works as a good fallback option if the opponent develops better creatures than you and starts to stabilize.

Those are my thoughts on how you can improve this deck. If you're going for a more midrange feel, take out some early game cards and add in your more expensive stuff, like Angrath and River's Rebuke to OTK your opponent. Thanks for reading and I hope this helps!

Freezingfist on Rakdos Pirates

2 months ago

Cool build, jholling

Your curve is very low, so this may be a suggestion you already dismissed, but have you considered Dire Fleet Neckbreaker? It could make a nice top end 4 drop to punch through for lethal. I'm not suggesting a playset, but 2 mainboard could swing combat in your favor, and could sideboard out in game 2 for answers to the opponent's strategy. I'm not sure what you'd pull to fit it... Maybe a Kitesail Freebooter and a Dire Fleet Captain? I always get nervous needing dedicated in the early turns on an aggressive list, and hopefully by turn 4 you'd have it.

I may be wrong. Regardless, +1 from me.

runninonwater on Amandas pirater

2 months ago

Hade lagt in en Hostage Taker och tagit ut en Dire Fleet Neckbreaker fr removal

TuckerMTG on Pirates' life

2 months ago

I think that you should add Metallic Mimic, Dire Fleet Neckbreaker, and Dire Fleet Poisoner. They all are very good pirate tribal cards. I would remove Etali, Primal Storm, Wily Goblin, Bomat Courier, and Angrath, Minotaur Pirate. Etali and Angrath seem a little to much mana to be consistently casted in this deck. Wily Goblin is hard to cast for this deck because it costs two red and a 1/1 and a treasure doesn't seem that good. Bomat Courier doesn't seem like it would be that good in this deck. After these changes you might also want to remove 2 lands and add two more Dire Fleet Captain. Try these and see how it works.

ghgiunco on Grixis Pirates

2 months ago

Hello Freezingfist, thanks for your comment.

If you ask me which route to choose, i would be a little undecided. Cause the Lookout's Dispersal always save me, i put burn spell to kill some little creatures or help to finish the game, after add red i fell more strong. I like the aggro with a pinch off counter to save from swipers. I like the aggro but sometimes feel like miss a big threath. I liked Fly cause the evasion. I like the explisve start and the security of the counter.

Was think in a route with Fathom Fleet Captain could be nice with Dire Fleet Neckbreaker

i accept any advice you can do hahaha

Freezingfist on Grixis Pirates

2 months ago

Cool build, ghgiunco.

In your post you mentioned that it's a little inconsistent. I think the problem is that you're going two directions. Which leads me to ask a question back to you...

Do you want to be aggro, or control?

Pirates can do both well. But if you want to do both, you may have to settle with a little inconsistency to have an answer for everything.

Siren Stormtamer Kitesail Freebooter and Warkite Marauder are great early control.

Admiral Beckett Brass and especially Dire Fleet Neckbreaker are great for top end aggro.

It's hard for the two of them to work together. Control wants to stay in control until you're ready to win. Aggro needs to keep up pressure and chisel away. But to switch strats in the middle of your curve makes neither as strong as it could be.

I think the deck has legs... even Sea Legs (sorry, bad pun), but I think until you decide which avenue you'd prefer, it makes it difficult to make a suggestion on what to sideboard, pull out completely, or add in.

CeilingShapes on All aboard, rakdos sailors! (Budget aggro pirates)

2 months ago

After play testing this I would also highly recommend replacing the 4 Dire Fleet Poisoner and 2 Daring Buccaneer with 2 more Dire Fleet Neckbreaker 2 Dire Fleet Captain and 2 Kitesail Freebooter. Kitesail Freebooter can get rid of removal while maybe being the only flyer on board. With 4 Dire Fleet Neckbreaker you're much more likely to slam it down with other attackers ready, and they'll each get +2/0 and probably cause the game to end within the next turn or two.

Dire Fleet Poisoner isn't that good unless you're running a token deck. This seems more like a 'Blitz' build.

magicsheep on

3 months ago

Metallic Mimic maybe? Vanquisher's Banner is very good but I feel its a little too slow in this deck. Also of note: Counterspell is not legal in standard. Dire Fleet Neckbreaker is also overpowered in draft, not sure how it'd do in a constructed deck. Great deck MK24KIRK!

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