Dire Fleet Neckbreaker

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander 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

Mason123s on Boros aggro

2 weeks 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!

magicsheep on Grixis Pirates

3 months ago

I'd go down 1x Dire Fleet Captain because the lack of abilities does concern me. I'd also go down 1x Daring Buccaneer. Then, I would add 2x Dire Fleet Neckbreaker. If you want a for a 2/2, use Goblin Guide even though it isn't a pirate.

Grunyarth on Bloody Tide, Black Sails (Updated for Rotation!)

4 months ago

Hello, I was looking over your list and have a few suggestions.

I tried playing Fell Flagship in my BR pirates list, and found it far worse than I expected. It costs 3 mana, and then after that it still has crew 2 for a 3 power boat. The only real upside then it the anthem, which is only going to add a max of 2-3 power to the board in a perfect world. More often, it will add about zero power to the board, as most people are able to keep your pirates somewhat under control, so it will only help if you're already going to win. I would try playing a much more impactful 3- or 4-drop such as Forerunner of the Coalition (He's been great for me, I know he seems subpar, but chaining them every turn in the late game gives the deck far more reach) or Dire Fleet Neckbreaker, who provides a much better anthem effect, as he buffs the turn he hits the board and doesn't require you to tap a decent number of your creatures.

The other card that I dislike to some extent is Dire Fleet Captain. I will admit that he seems like the best thing in the world when he becomes a 5/5 or so, but he will only be a max of a 3/3 on turn 3, and after that you are likely to face some removal. Now your meta might run less spot removal than mine, but I prefer a creature like Kari Zev, Skyship Raider. I'm also not too much of a fan of Fathom Fleet Captain as he tends to eat removal, but if he is working for you by all means keep him.

I would definitely try to find room in the deck for Kitesail Freebooter, as he can win games on his own. I know that at first glance he seems like an unimpactful creature, but he is far from that. Your opponent should never have more than 1 or 2 spot removal spells, so he can grab the only one, leaving them with no removal, or grab one of the two, which forces them to use the other kill spell on him. He is even more powerful when played with good timing, as if you can slam him down to grab a boardwipe the turn before it's going to be played, and then they have to spend their turn removing him to get the wipe back. I cannot tell you how many games I've won because of this guy, he is amazing.

Sorry that got kind of long...

VanVlaenderenP on Pirates Ahoy!

4 months ago

I played this kind of deck before and I can only tell you that you need to drop 1 Dire Fleet Neckbreaker because you don’t often get to have 2 and for a fast deck you don’t want this.

Also drop 1 Dire Fleet Captain as it needs support.

Adds some 1 drop pirates, like Fanatical Firebrand

Drop to 2 Swashbuckling

Adding some counter is great, but bear in mind you will need to have some open mana to cast it, hence you either need generated treasures or just more land

TuckerMTG on Grixis Pirates

4 months ago

I think that you should increase the amount of Dire Fleet Neckbreaker to 4.

Supahpikmin on Booty Bandits

5 months 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

6 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

7 months ago

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

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