|Commander / EDH||Legal|
Printings View all
|Rivals of Ixalan (RIX)||Rare|
Combos Browse all
Dire Fleet Poisoner
Creature — Human Pirate
When Dire Fleet Poisoner enters the battlefield, target attacking Pirate you control gets +2/+ and gains deathtouch until end of turn.
Dire Fleet Poisoner 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
First off, congrats on your 2-1 finish! That’s an excellent showing! I’m thrilled to hear you decided to take the deck for a spin, and did so well with it! I also really, really enjoyed your tournament report — thank you so much for posting it. Seriously, it made my day. Well-written and fun to read. I really got a kick out of it. Keep them coming!!
I’m also glad that your second opponent enjoyed the deck! I humbly thank him for his compliments.
Now, let’s talk strategy. I agree with you that generally it is more correct to mainboard the full playset of Duress and to keep Fiery Cannonade on the sideboard. The general metagame simply has too many rich targets for the card, and too many cards that can wreck your game unless you snag them. Also, I’d note, too, that without Duress , control decks are extremely tough to beat in Game 1. I think Duress is the way to go for now.
First, let me try to answer your questions.
1) “First, when you sideboard, what cards do you tend to pull to make room?”
Generally, my matchups tend to fall into one of three broad categories: control, midrange, or aggro. What follows are my general sideboard approaches to the three, and reasons why. Keep in mind that all decks are different, though, so tweak your plans based on your observations and instincts in the moment.
- Aggro: -4x Ruin Raider , -4x Duress , -1x Dire Fleet Daredevil ; +4x Fiery Cannonade , +3x Price of Fame , +2x Cast Down (or just five additional pieces of whatever targeted removal you are playing on the sideboard; Bedevil is good too if you have it)
Aggro is about keeping your opponent’s creatures at bay while attacking with your own. These matchups are often a race, so your life total is precious. Hence, Ruin Raider is out. Since aggro usually runs lots of low-toughness creatures, Cannonade does big work here. Most aggro lists run comparatively few spells, so you can leave Duress behind here most of the time. Adding in lots of removal helps make sure you will stay alive. If your opponent does the same thing, you can consider sneaking in some March of the Drowned for Game 3.
- Midrange: -4x Rigging Runner , everything else depends; bring in various cards that “seem good” against what the opponent is doing
It’s hard to neatly categorize midrange decks because there’s so much diversity in this broad group. Basically, these decks all share one aspect — they all want to grind. They tend to have lots of removal, lots of creatures that double as spells and provide incidental value ( Ravenous Chupacabra is a great example), and piles of late-game threats like Doom Whisperer and Carnage Tyrant that can win the game if unanswered. In general, Rigging Runner is weak against decks that want to grind because it is such a poor draw late in the game. So almost always, he comes out. What do you put in? Almost always some number of March of the Drowned because these decks are so grindy and removal-heavy, usually at least a couple of hard removal spells like Cast Down to deal with any game-winning creatures they resolve late in the game, and maybe even Fiery Cannonade if they have a substantial suite of creatures that lie lower on the mana curve (mana dorks like Llanowar Elves ramp decks are good fodder for Fiery Cannonade ). Sorcerous Spyglass is great against midrange decks using lots of planeswalkers. You’ll have to often tweak things and use your judgment here.
- Control: I’ll make it easy here, just do this exact sideboard.
-4x Rigging Runner , -4x Lava Coil , -1x Dire Fleet Poisoner ; +4x March of the Drowned , +2x Sorcerous Spyglass , +3x Price of Fame . You want as much card draw ( Ruin Raider ) and recursion as you can get here, and you want as many Duress effects as possible. Price of Fame will kill their finishers apart from hexproof threats (especially good against Lyra Dawnbringer ) and help fix the top of your deck so you can close out the game (surveil also works pretty well with March of the Drowned ). Note that if they’re on the Rekindling Phoenix plan that you’ll want to hang onto some Lava Coil s, too. If you do this sideboard, you’ll stop them cold almost every time. You just have too many ways to disrupt their plan, and either to prevent or recover from their sweepers. There’s a certain skill of playing against control, too, so you will need to get the hang of it. It’s not easy, and it’s a different approach to the game. Avoiding overcommitment to the board if you fear a sweeper, playing around a Settle the Wreckage , deciding which cards to cast into countermagic — all of these are decisions you must make correctly if you want to defeat the control player.
2) what plans do you have to include cards from Allegiance?
Well, aside from the obvious upgrades of the shock lands ( Blood Crypt ) being inserted in place of 4 basic lands, I opted to put in 3 Bedevil in place of three of the targeted removal spells I previously used on the sideboard (one Cast Down , and two Price of Fame ). Bedevil hits so many things. Now I can hit either Lyra or Teferi against control, and we even have an option against artifacts.
Re: Theater of Horrors and Light Up the Stage ...I feel that we have plenty of card advantage in Ruin Raider and Dire Fleet Daredevil (the Daredevil does provide free cards quite often). And they are on-theme as a creatures and as Pirates. The Theater though, is a really good card and worth a try. It provides damage and cards, both very good against control. I’m not a huge fan of exiling cards face-up because it robs Dire Fleet Poisoner of its surprise factor and therefore much of its power. Still, if the Theater lands against control, it could be very, very good. However, I feel we are already strong against control, so I’m not sure we need it. I think these cards are good though, and you could very well be onto something. If you do incorporate them into your build, I’d love to hear how they perform.
Remember you can always read my updates posted to this deck page for my tournament reports. I give some info about how matches and sideboard decisions turn out, if a bit choppily put at times. We are Pirates, after all!
Thanks again for the comment — I’m super happy and flattered to hear you are enjoying the deck. I’m looking forward to hearing about your further successes!
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
4x kitesail freebooter i.p.v. storm fleet sprinter
Alle islands eruit 4x dragonskull summit 9x mountain 8x swamp
1 x bane fire 3 x vances blasting vervangen voor 4 x Dire Fleet Daredevil indien mogelijk
Alternatief 4x Dire Fleet Poisoner kan ook beide doen 2om 2 en gaan spelen en checken welke beter past.
Side board kaarten volgende set bedevill
1 month ago
1 month ago
1 month ago
First off, I want to thank you for checking out the deck, and also for your very kind words and suggestions. I’m glad that you were able to get something out of my card explanations — it’s always my hope that my reasonings for card choices are clear in my descriptions.
Secondly, don’t worry! None of your questions and or suggestions were even remotely stupid — and indeed, you’ve raised some very valid possibilities that give me food for thought. I’ll go through your ideas below and reflect on them, and also tell you what my initial ideas for these cards were (if I had any before now).
Deadeye Tracker: Pirates are a surprisingly versatile tribe, and this is its best piece of anti-graveyard tech. Against the Golgari and Arclight Phoenix lists, you are absolutely right that it would do work. My reasons for not including it are: 1) It’s quite small and fragile, thus not really on-theme with our aggressive plan, and requires a pretty hefty mana investment to get it to a useful size for combat; 2) Since we are using a 21-land mana base, explore is far less likely to hit a land and draw it for us — not to say that makes it useless, since we can still pitch away whatever’s on top of our deck, but it also weakens some of our topdecks like Dire Fleet Poisoner, since we really don’t want our opponent to know if we have that card in hand or not; 3) We already have reasonable anti-graveyard maindeck pieces in Dire Fleet Daredevil and Lava Coil, although admittedly Deadeye Tracker is better than both of those in that particular role; and finally 4) though it’s strong against the Golgari and Arclight Phoenix decks, we’ve got strong tech in the form of Fiery Cannonade already — it kills almost all of Golgari’s creatures apart from Doom Whisperer and the Findbroker, and it kills the Phoenixes at instant speed after they come back, effectively fizzling the opponent’s spell string (but admittedly not permanently getting rid of the Phoenixes).
Forerunner of the Coalition: I really like this card. Tutoring is almost always strong, and adding unblockable damage with its triggered ability gives the deck new reach. However, it has the drawback, which you correctly recognized, of telegraphing our next play — something we’d like to avoid if possible. Additionally, its subpar size for its mana cost is problematic, coupled with the fact that it has no evasion or keywords of its own. That said, it’s far from being a bad card, and I’d probably be playing the full playset if Ruin Raider wasn’t such a strong 3-drop. Its triggered abilities are very good.
Pirate's Cutlass: There is definitely a Pirate deck out there waiting to be built that will run these. It will probably utilize fast, hard-to-block creatures like the blue Pirates, and also run Buccaneer's Bravado as a finisher. At three mana, though, it’s fighting for a spot against some of our best cards, and while it is a really cool card, it’s not high-impact enough for our strategy to use. We’d usually rather spend the three mana to cast Ruin Raider and start drawing extra cards, etc.
Garna, the Bloodflame: Honestly, I forgot all about this card. Sure it isn’t a Pirate...but it is supremely good anti-board sweep tech. At five mana, she’s steep and a bit fragile for her cost. Currently we are using the more-easily cast March of the Drowned as our board wipe recovery card. Garna is definitely very interesting though, and worth a look. Although I’ll note that when I’m playing 21 lands, 5-drops can be pretty tough to cast.
Thanks again for the comment and I hope this helped you. Feel free to get back with me if you have more thoughts!
1 month ago
Both Dire Fleet Captain and Captain Lannery Storm are solid Pirates. Storm is probably the better of the two as she smoothes out the mana curve and is a hasty topdeck (not to mention she can hit harder when you use Treasure). I’m just not sure where she goes in here. Fathom Fleet Captain is far too important a card for us to cut — it is one of our “must answer” threats and it can just run away with the game on its own (not to mention its powerful synergy with Dire Fleet Poisoner — if it gets double blocked we can two-for-one the opponent). Also, extra three-drops are a little awkward for our mana base, since we’re on a 21-land plan. Still, I know this card is strong and I’ve wrestled with including it for the entire time I’ve brewed and played this list.
As for Dire Fleet Captain, it looks great on paper. If we play it on-curve, it’s an attacking 3/3 on Turn 3, which is great (and has the potential to get stronger as the game goes on, assuming we swing out). Post-wipe, though, it’s a weak topdeck, and it doesn’t have any form of evasion. It doesn’t interact at all either. There are also many situations in which it simply doesn’t get big enough to do the job. In practice, it has been really underwhelming, and I find that I’d rather run 3x Dire Fleet Daredevil for the first strike and spell interaction.
If you look at my maybeboard, you’ll see I’ve been considering these cards. I recommend you run this deck. It’s cheap to build and it’s actually pretty good! Just remember to mainboard the Duresses if your meta has a ton of control like mine. Otherwise, use Fiery Cannonade on the mainboard to blow out aggro, weenies, and tokens in Game 1!
Thanks for checking out the deck. If you do end up running your own version, please do reach out to me about your build and its results! I’m sure that my list could be improved upon, and maybe it does need to be running the cards you’ve suggested!
Dire Fleet Poisoner occurrence in decks from the last year
All decks: 0.08%
Commander / EDH:
All decks: 0.0%