|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
1 month 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!
1 month ago
Oh, and also, to the creator of this list, Dire Fleet Neckbreaker seems like Pirate tech to me
2 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!
5 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.
5 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...
6 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
6 months ago
I think that you should increase the amount of Dire Fleet Neckbreaker to 4.
7 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:
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!