|Commander / EDH||Legal|
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|Rivals of Ixalan (RIX)||Uncommon|
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Dire Fleet Neckbreaker
Creature — Orc Pirate
Attacking Pirates you control get +2/+0.
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Dire Fleet Neckbreaker Discussion
5 days 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!
2 weeks ago
I really like Dire Fleet Daredevil, seems like a nice way to snag some extra value. Fiery Cannonade and Dire Fleet Neckbreaker seemed a bit weak when I first glanced over them, but I'll playtest a bit with those to see if they pay off. Chandra, Torch of Defiance 's a little out of my price range, but you can bet she'd make a fine addition to the crew if I ever get one, haha. Thank you so much for your comment!
3 weeks ago
I do want to try firebrand, probably over runner, but at the moment I'm really enjoying the interactions it has with Dire Fleet Poisoner and the pumps from Fell Flagship and Dire Fleet Neckbreaker. The first strike throws a wrench in combat math.
4 weeks ago
Creatures pumped by Dire Fleet Neckbreaker are strong in power but weak in defense. A tricky instant-Speed first-strike - or in your case even double-strike - with Buccaneer's Bravado can save your pirates life or even double the damage if cast on an unblocked pirate.
4 weeks ago
Drowned Catacomb and Dragonskull Summit are obvious includes, if you're willing to spend more on the mana. Evolving Wilds would also be pretty useful, since it can get all 3 colors.
I don't agree with the one Fell Flagship. I think that slot would be better used for another Dire Fleet Captain or Lightning Strike. If you like the power boost, Dire Fleet Neckbreaker is probably better at that.
1 month ago
You are right, my suggestions were not just single card replacements. I think you came up with a cool idea, but in my oppinion the deck is a bit torn. You got a lot of early game to play a tempo game plan and then some cards that only work towards setting up a combo - most of them costing you a lot of tempo. I think going the combo route is most likely not a step towards a competitive decklist. That's why I suggested a more tempo based approach and using your idea for reach.
Some remarks to your comment:
Fanatical Firebrand is a lot worse then just a Makeshift Munitions - he costs you a whole card for 1 ping. It might be alright if the meta contains a lot of x/1 creatures that you can snipe or he might even work with Dire Fleet Neckbreaker to combo it with. But assuming neither is the case, he seems bad.
Pirate's Pillage doesn't give you any card advantage, only card selection. In a top deck scenario Pillage isn't even playable and since you have 7 drops to play, you won't be sandbagging lands in all likelihood.
Captain Lannery Storm works the way you would want it to work. He doesn't care how the treasures get sacrificed.
I'll probably try out the more tempo focused list - if I do I'll let you know the results. I might be completely wrong though, in the end I just wanted to let you know that I like the treasure Makeshift Munitions idea.
1 month ago
so Fanatical Firebrand is basically a mini munitions himself that doesnt cost anything. if you drop him on turn 1 you could get 2-3 damage out of him, and even if you top deck him, hes a 1 for 1 damage, which isnt great, but he would be that anyway. Id rather drop the Grasping Scoundrel for something like the buccaneer or Rigging Runner, which would be a better top deck.
I honestly think Makeshift Munitions doesn't quite do enough to win you the game, but, if you can double the damage that comes from it it becomes real scary real fast, and Angrath's Marauders is the only card that does what it does. Lightning Strike is a 6 damage nuke, in retrospect now that i read it again, i thought Sword-Point Diplomacy would potentially deal 18 damage through angrath, but damage isnt dealt to the opponent, they pay life, so im down to swapping that out for another Ruin Raider
Kari Zev, Skyship Raider is an auto include if but for 1 reason, when i build decks, i build them cycle proof, meaning i dont use the set that will cycle out next. I like the Hijack idea, and i think if i added Fathom Fleet Captain, would definitely consider Dire Fleet Neckbreaker over Angrath's Marauders, but then what do i replace? dont think there is a spot for both in the main-board, but maybe it can be a side-board option.
Captain Lannery Storm completely negates Makeshift Munitions i believe, as im pretty sure the sacrifice they are talking about is when treasure sacks to itself for manna. so you have to choose between pumping the captain and getting manna or doing damage. I dont like the idea of throwing away my win-con to pump a creature that can get fatal-pushed in the face. If she had trample, sure, but not like this. i think she is overrated tbh.
1 month ago
I like the idea. Angrath, the Flame-Chained seems a lot better with Makeshift Munitions and some early pressure. Also Sword-Point Diplomacy seems a lot better with some early pressure. Because of that I would focus a bit more towards early pressure - something like Captain Lannery Storm.
Angrath's Marauders seem too slow even with treasures, especially since treasures are also a valuable ressource for other parts of your deck. Treasure Map Flip is also too slow imo. Pirate's Pillage I like as a Tormenting Voice that let's you borrow mana from one turn to another - but I don't think that's what this deck wants.
Daring Buccaneer: More early pressure then Fanatical Firebrand.
Fathom Fleet Captain: A mana dump and a way too convert some treasures into creatures with menace. Helps you create pressure to make your late game plan more effective.
Kari Zev, Skyship Raider: Gives you free tokens for Makeshift Munitions.
Dire Fleet Neckbreaker: Is almost a Angrath's Marauders ;-)
Looks like a fun deck to play: +1