|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
2 weeks ago
So back when pirates of ixalan were released no one really played them because of the mana base, at least not in Grixis. Right now the mana base is solid enough to technically make them work.
What I am trying to do right now is creating a deck where all cards fit into the pirate theme while still staying somewhat competitive. It doesn't have to win all the time but having a chance against burn and Teferi would be nice.
It... hasn't really worked out so far. Is such a deck even possible?
With cards like Siren's Ruse , Lookout's Dispersal and of course Siren Stormtamer you have decent disruption, I have even been experimenting with adding more discard like Duress or Heartless Pillage . The latter is pretty great as far as discard spells go since it is effectively CMC 2. Cancel , Hornswoggle , Admiral's Order and Spell Swindle are pirate themed but not worth including in my opinion.
As for Lifegain your choices in a pirate theme deck are basically limited to Fountain of Renewal and Navigator's Compass . Compass is actually not that bad since it let's you fix your mana base without handing aggro decks a free 2 damage. (I am making an exception to the theme rule for Shocklands)
Admiral Becket Brass is a great flavor card but usually when you can hit your opponent with 3 pirates they are either dead or would be if you had dropped a Dire Fleet Neckbreaker instead of the Admiral.
The real problem with pirates seems to be that they want to go fast since their late game sucks but they have basically no advantage over mono red or blue other than tribal synergies. And their tribal synergies aren't that great, most of them are not even available until turn 4 or 5.
For Removal there are some options: Walk the Plank is great flavor although a bit hard to cast. Hostage Taker and the Admiral are decent for dealing with Teferi but not that amazing. Lightning Strike , Makeshift Munitions (bombarding your opponent with treasures is hilarious) and Fiery Cannonade are your go-to burn spells.
Card Draw can be provided by Curious Obsession (a bit tricky when you are also running Siren's Ruse), Chart a Course and maybe Treasure Map Flip and Dead Man's Chest . March of the Drowned could also be very valuable since it only costs 1 mana.
Like I said the best creatures seem to be the pirates that either have very good tribal synergy or flying. I am considering Fathom Fleet Captain and Forerunner of the Coalition but they both seem to be too slow. When you have a lot of treasures getting the city's blessing for an early extra turn via Timestream Navigator isn't too hard but I haven't really profited from it that much.
Revel in Riches is an interesting wincon but just too slow. Maybe an option for a more control-based approach. But when you have lots of treasures out it seems to be more viable to cast Mnemonic Betrayal , which technically isn't a pirate spell but looks like one. Or use overpriced Cards like Pirate's Prize that create more treasures.
With all that knowledge I still can't figure out a decent pirate deck, am I missing something? I am aware that you got to concentrate on some mechanics to make them work but I am not sure on which ones.
I really want to make pirates work before they rotate out and possibly never return to Standard.
3 weeks ago
Tonight I played in my first FNM since returning to the game. I have assembled some decks of my own and played a few casual games, but for my first constructed competition, I wanted something that I felt would not lead to abject failure. I ran a clone of your deck. Wow.
There were only six people so we played a causal structure with just three matches. Your beautiful deck went 2 and 1.
The first opponent was a very experienced player (it was his card shop) using a Dimir control/midrange that relied heavily on surveil for card advantage and to fuel some 2nd and 3rd turn Dimir Spybug s in the first game. Unfortunately I had to mulligan having drawn only one land. The next hand had two but I failed to draw another until the fifth turn. By then, one of the bugs was 4/4, the other was 3/3, and we had traded blows with the smaller pirates I had been able cast. Luckily, my third land let me launch a Fiery Cannonade that took out the smaller bug (alas, the heroic Rigging Runner it had blocked didn't make it) as well as the two Nightveil Sprite s that had pumped the bugs. Next turn I was able to cast a Kitesail Freebooter and when I sent a full charge the next turn, he blocked with his big (now 6/6) bug only to find a flash-cast Dire Fleet Poisoner helping out the Freebooter. Hurrah. I was able to drop in a Dire Fleet Neckbreaker and the game was quickly over. For the second game, I sideboarded in the Duress package as well as the Cast Down s and Price of Fame s. I used two of the Duress to great effect snagging countermagic both times, and the Cast Down s were useful against a wide variety of Dimir nasties like Dream Eater , Nightveil Predator , and Thief of Sanity . It took a bit of time, but I finally defeated my opponent after dropping two Neckbreakers for a big charge.
My second opponent was another recent returnee to Magic--we both tend to play with out land in front on the battlefield as was illustrated in the original MTG instruction pamphlet. He was playing an unmodified Ral Planeswalker deck. The speed of the pirate deck made short work of him in about ten minutes. For the remaining time, we swapped decks and played again. He wasn't familiar with the cards or mechanics so it was drawn out, but he was winning when the other matches ended. He also sends you compliments on the pirates...Arg.
Third match was against the winner from the other bracket. The player is the local judge, and she lives and breathes the game. She was playing a Teferi control deck. The deck was four colors (no green) and the manabase cost enough to feed a small goblin tribe for a decade--there were no basic lands. The first game I was able to get a decent start and was able to do significant damage before she cleared the board with a Deafening Clarion . She then dropped a Lyra which I was unable to answer and that game was soon over.
I almost swapped in the entire sideboard, leaving out only one of the March of the Drowned . I had a decent draw, but unfortunately, the three lands--two swamps and an Unclaimed Territory were the only land cards I drew for at least six turns. I was able to cast some pirates and did draw both Sorcerous Spyglass s and used them both against Teferi (the first was destroyed). Unfortunately, she cast a Rekindling Phoenix and without any regular red mana sources, the only way I could get rid of it was to use two Cast Down s, first during her turn, then during mine. The next turn, she cast another. After finally dropping a mountain, I was able to Lava Coil the buzzard and got in a few decent hits before the bitch Lyra hit the board again. Luckily, I drew into a Price of Fame and got rid of it, only to have her cast another. I did try to use a Dire Fleet Daredevil to borrow one of her creature kills, but she counterspelled him. My demise was as quick as it was inevitable.
Overall, the deck did well. I don't know enough about the Teferi deck to figure out what else I could have done against it, but the second round would have been much closer if I had not been mana hosed.
Having successfully used the deck, I have two questions. First, when you sideboard, what cards do you tend to pull to make room? I figure it is rather situational based on what the opponent's deck looked like in the first game, but what are the most likely cards you pull. Against the Teferi, I stripped out the Rigging Runner s and the Fiery Cannonade s. I also dropped two Ruin Raider (which may have been a mistake because she quickly burned the one I was able to cast in game 2) and all four of the Dire Fleet Poisoner s--the Deathtouch would be worthless against Lyra and I don't think she would have fallen for the same attacking Freebooter trick I pulled against my first opponent to get rid of the phoenix.
Second, what plans do you have to include cards from Allegiance? The creature cards don't fit the pirate theme, but with the possibly diminishing payoff of the Fiery Cannonade (which may change if the is a resurgence of aggro from Rakdos or Orzhov via the Allegiance cards) would it be worth it to include some non pirate creatures?
Aside from creatures, I think both Light Up the Stage and Theater of Horrors could be viable ways to get additional card advantage. With Spectacle, Light Up the Stage is a cheap way to access two more cards and you have until the end of your next turn to use them.. I saw the card used to great effect in the prerelease.
Theater of Horrors ? Don't know..your opponents see all cards as they build up, but that could be to your advantage if they focus on the potentials of the exiled cards and may not anticipate cards in hand. Plus basically drawing two card every turn without worrying about hand size? Only fear is removal that kills your enchantment andthus permanently exiling everything.
Anyway, thanks again for your deck. I am more confident about trying my decks, but I may still the sirens call to go sailing some Friday night with those scurvy seadogs. :)
1 month ago
I'm pretty sure between my friend and I, I can get at least 2 of both Sulfur Falls and Submerged Boneyard Since him and his girl aren't playing any b/u or r/u rn... But that's not necessarily to dismiss the suggestion of dropping blue. And Mana has screwed me playing tonight a little. Mostly black because I realized I have a lot heavier black presence than I thought...
Also, though: I've found my most consistent win conditions seem to revolve around Storm Fleet Sprinter. 2 dam unblockable - not that special. Hopefully, I'm able to buff that up a couple times. Fell Flagship helps, and so does Pirate's Cutlass. That's 5 unblockable. But what's even more awesome is having Dire Fleet Neckbreaker as well for 2 more - but that's already all 3 colors between Storm Fleet Sprinter+Dire Fleet Neckbreaker. And the 2 extra from neckbreaker is pretty negligible unless you hit him with Buccaneer's Bravado for double strike. That's been about the nastiest I've seen this build play is when I'm able yo utilize the unblockables and also doubling that dam up. That's a 14 unblockable swing I just added up. Even just reading that is kind of astonishing right? Lol
With that said - I'm sure there's a lot changing I have to do with my archetypal theory at the moment. My SO beat me 6 of 7 hands earlier with this one Truly Competetive Saps :(. I'll have to think about what I'd be losing to drop the blue. I'm not that worried about getting cards though. Between all of us cardpooling, we really have almost any card we'd use in standard already. Even rare and mythics just because you do 'aquire' them over time. Like I know I could pull together a full set of Fell Flagship because he showed them to me the other day, I forgot them. I'm sure we have 2 copies of pretty much anything within reason...
1 month ago
My opponent has a Dire Fleet Neckbreaker and Rigging Runner. I have Zetalpa, Primal Dawn and 2 life. If I block Neckbreaker, kill it with first strike, then Sure Strike the Rigging Runner, will it prevent all damage?
2 months ago
Thanks, Poaralion! Great tips. The only reason I'm not running 4 copies of Dire Fleet Captain is because I don't want to spend a rare wildcard on mtga to get my 4th. Otherwise, I totally agree with you. Ruin Raider as 3 or 4 probably comes down to preference. I like 3 because I want to avoid having multiples in my hand, and I never want to have more than one in play at a time. It's usually enough if he lives long enough to draw 1-2 cards. In my best games, he finds my 4th land so I can play Dire Fleet Neckbreaker the next turn.
This deck never really wants to see 5+ lands, but when it does it would be nice to have something to help close out the game. What do you think about a single copy of Angrath, the Flame-Chained? Or, Risk Factor could be a fit for its direct damage.
3 months ago
Slight change to the list, performed ok in FNM but hopefully the updates with smooth it out a little. The Dire Fleet Neckbreakers are definitely game winners!
3 months ago
Oh, and also, to the creator of this list, Dire Fleet Neckbreaker seems like Pirate tech to me
4 months ago
This has literally 0 cards from the Boros guild, or even Guilds of Ravnica at all. I think they would make a great addition, but this deck is more of a Pirates/Wizards deck. It would benefit from specializing in one over the other. Right now, only one creature has toughness greater than one. If someone plays a card that deals one damage to target or all creatures, like Forerunner of the Empire, or Niv-Mizzet, Parun, your entire board is gone. That's not winning quickly, that's gaining running realllllly fast into a brick wall.
I think your deck would benefit from a few things: - Specialize in either pirates or wizards. That way, you can benefit from the best part of one, rather than the eh parts of both. If you ditched the wizard/burn spells and picked up things like Fell Flagship that really buffs pirates. If you're willing to splash red or blue, Dire Fleet Neckbreaker is a great addition. If you don't want to splash, Goblin Trailblazer is a good card just because you're not at the risk of being blocked by one 1/1. -Get enchantments or creatures that buff everything else. Cards like Radiant Destiny are good, especially because you already have white in this deck. If you want to stick to red, I would suggest Street Riot. -Embrace the white part of your deck! You have the Boros colors with no Boros, but you'd really benefit from a few mentors like Tajic, Legion's Edge or Goblin Banneret. Removal like Justice Strike is important to get rid of big threats like Ghalta, Primal Hunger.
Good luck with your deck!
Dire Fleet Neckbreaker occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
U/B/R (Grixis): 0.05%