Dire Fleet Poisoner

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern 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) Rare

Combos Browse all

Dire Fleet Poisoner

Creature — Human Pirate

Flash

Deathtouch

When Dire Fleet Poisoner enters the battlefield, target attacking Pirate you control gets +2/+ and gains deathtouch until end of turn.

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Dire Fleet Poisoner Discussion

stensiagamekeeper on B/W "Humans" Standard

3 weeks ago

First of all you need to take out Dauntless Bodyguard because Goblin Chainwhirler is a c... ok just kidding. So I'm supposed to give suggestions but honestly there isn't anything fundamentally wrong with the deck. That said there are some nit picky things I can give my 2 cents worth on.

I'm not so sure about Danitha Capashen, Paragon. There's probably better 3 drops; I'm thinking Devoted Crop-Mate, Dreamstealer, Banewhip Punisher and of course Mentor of the Meek when he becomes available. If you feel like trying something spicy Glory-Bound Initiate+Radiant Destiny naming human could be another way to have access to lifegain maindeck.

I'm not that big of a fan of Seal Away in aggressive decks although it does match up nicely against what Cast Down doesn't hit aka Lyra Dawnbringer, Ghalta, Primal Hunger, Shalai, Voice of Plenty and Hazoret the Fervent. Maybe go 2/3 rather than 3/2 on them or go up some Cast Outs so you have better game against The Scarab God and planeswalkers. Again if you want a more spicy option Dire Fleet Poisoner functions kind of like a removal spell on attacking creatures (despite being bad against what I mentioned) although it has aggro potential as a 2/2 deathtouch and won't be dead against control.

Running Evolving Wilds or at least a couple copies might improve Fatal Push and Isolated Chapel although currently I don't see room for it in the mana base.

You are probably aware but I would also like to draw your attention to the fact that Benalish Marshal and Mentor of the Meek are a total nonbo not to mention most of you're 2/2s will enter as 3/2s.

As for building a strong sideboard my usual approach is rather than build it thinking "what cards do I need" I think "how many cards do I need for each matchup". For example against approach I'd want at least 7 cards to replace all the creature removal (note: control these days runs Torrential Gearhulk so you probs don't need all that many) and I might then make that 4 Duress and 3 Forsake the Worldly especially as those cards could also be what I bring in against God-Pharaoh's Gift decks meaning I wouldn't need Crook of Condemnation. An extremely underrated card right now is Healing Grace against mono red. It gets 90% of that deck's removal including Chandra, Torch of Defiance and Glorybringer, works as a combat trick and gains life!

Overall a really strong deck. I'm now expecting to see a lot more of this post-rotation.

BlaineTog on No cards for you! -- budget hand disruption

1 month ago

@Hewer:

Thanks for the comments, glad you like the deck!

I didn't make many concessions for price with this deck so other than swapping in the Vraska's Contempts, I don't think you need to change anything up for that reason. That said, I haven't done much testing since Dominaria came out so it's possible there are places to tighten up the list. Cast Down is a pretty easy switch for Walk the Plank, for example. Of the 50 most-played creatures in Standard, the only creatures it can't kill that Walk the Plank can are Kari Zev, Skyship Raider, The Scarab God, Pia Nalaar, Lyra Dawnbringer, Ghalta, Primal Hunger, Gonti, Lord of Luxury, and Shalai, Voice of Plenty, and having to deal those using our other removal spells is probably well-worth Cast Down's upgrade to Instant speed.

To answer your specific questions:

More Torment of Hailfire: I'm running only 2 because I don't want to draw this card until later in the game. It's pretty bad with a low X-number and since we don't have ramp, we need a lot of turns of hitting our land drops before it's worth casting.

Duress: No, this card is great. You board it out sometimes but most decks play a number of important noncreature spells and being able to peak at your opponent's hand in the early game is very important for planning out sequences.

Dreamstealer: a fine card but it isn't a replacement for Duress and doesn't generally work with our artifact plan.

Dire Fleet Poisoner: I'm not very impressed by this card in our deck. You could play it and it might be fine, but it doesn't really do anything we can't do in other ways.

Sword-Point Diplomacy: I've tested this a little and have been generally unimpressed. Your opponent just has too much control.

Gifted Aetherborn: already in the sideboard, definitely better than Dire Fleet Poisoner in this deck. The life gain and extra point of toughness are really powerful against aggro decks.

Heartless Pillage: I could see this swap, but I really value being able to cycle away discard later in the game. Heartless Pillage has higher upside than Unburden but the fail-case is pretty bad. I'd say this change is up to you.

Treasure Map  Flip: I've done extensive testing of Treasure Map in this deck and I do really want to include it, but I want all our other cards more. You especially can't swap it out for Renegade Map because Map is why we get to run so few lands and Treasure Map is too slow to make up for dropping even lower. If you can figure out what to cut, though, I say go ahead. The obvious choice would be Implement of Malice, but then we drop below our critical level of forced discard, and everything else serves critical purposes. There's a chance that Wall of Forgotten Pharaohs is just too cute and we'd be better served by dropping Treasure Map on turn 2, but then we're setting ourselves up for really bad game-1s against aggro.

The Eldest Reborn: Might be fine in the sideboard for matchups against hexproof decks if those are a problem in your meta. Otherwise, it doesn't have all that much synergy with our deck. I could definitely see it playing an important role in a different discard deck that wasn't leaning into the artifact-matters theme.

Cruel Reality: Kinda the same thing as The Eldest Report, except 7 mana is a lot for this deck. We'll get there eventually, sure, but not until turn 7 at the earliest, at which point I'm concerned that Cruel Reality is just too slow of a finisher. I'd probably rather just run more copies of Torment of Hailfire, which gives us way more immediate value and can easily just win us the game on the spot. Cruel Reality makes more sense in a Golgari ramp deck that wants to stick in on like turn 4 or 5 so it can start nugging the opponent during the development stage of the game.

Hewer on No cards for you! -- budget hand disruption

1 month ago

Hewer on No cards for you! -- budget hand disruption

1 month ago

Hey really great deck +1!

I was wondering if you were to put whatever card in the deck (thinking of the $), are there anything you'd change? Would you include more copies of Torment of Hailfire? Change Duress for something else? Perhaps Dreamstealer? I know it ain't necessary the win condition of the deck, but ain't it a little short on creatures? Remove a few Removal Spells for cards like Dire Fleet Poisoner? If you could freely choose, would you pick Vraska's Contempt over Never//Return? Finally, do you see any space for Sword-Point Diplomacy? I'm looking to build this deck in MTGA, but since it's quite hard to acquire new cards, I'd like to build the best possible deck from the start. I like your deck a lot and hope you'll be really kind and respond:)

BioProfDude on Deathtouch Abuse

1 month ago

Oh yeah, to finish a previous thought-- Narnam Renegade is better, in my opinion, than Pharika's Chosen because of the extra toughness and the possibility of getting that Revolt +1/+1. Further, the new pirate, Dire Fleet Poisoner, might be better than Ambush Viper for the same reason. Both have flash, but a 2/2 is better than a 2/1. So you don't have any pirates in the deck-- doesn't matter, a 2/2 with flash and deathtouch is still one more toughness than a 2/1 with flash and deathtouch.

Still a cool deck!

Akanra on Pirates! Aarrggg!

2 months ago

This looks awesome. Have you considered running Dire Fleet Poisoner?

BodhiQL on Protean Raider copying Creatures with ...

2 months ago

I don't believe so. Protean Raider doesn't have Flash when it is cast, because it enters the battlefield as a copy of the Dire Fleet Poisoner, not cast as a copy. I am pretty sure this is the case but someone should double check my reasoning.

Keane on Protean Raider copying Creatures with ...

2 months ago

Does Protean Raider copy the targeted creatures flash ability in a way that allows it to be played as an instant during the Combat Phase?

Scenario:

2 Sulfur Falls, 1 Dragonskull Summit and 1 Dire Fleet Poisoner are in play; Protean Raider in hand

Combat Phase begins and Dire Fleet Poisoner declared as an attacker.

Can I tap the necessary mana to cast Protean Raider during the Declare Attackers Phase and choose to copy Dire Fleet Poisoner in order to use the triggered +1/+1 from the Protean Raider copy of Dire Fleet Poisoner on the attacking Dire Fleet Poisoner BEFORE the Declare Blockers Phase begins?

Thank you!

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