Creature — Siren
Dreamcaller Siren can only block creatures with flying.
When Dreamcaller Siren enters the battlefield, if you control another Pirate, tap up to two target nonland permanents.
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Dreamcaller Siren Discussion
4 days ago
6 days ago
Hi- I stumbled across your deck and really like the idea. It seems like you're soliciting advice, so here's what I have to say:
There are two directions you can go with this. The first is more of a midrangey strategy, which leans towards value off of Drake Haven. In this case you should certainly go with the Locust God. My recommendation is since you don't need UU/WW until turn 3, your mana base shouldn't be that difficult, allowing you to fit 4 aether hub in, as well as 4 of the red etb tapped duals with cycling, which can easily cast Locust God as a single red splash. My word of warning with this is that Drake Haven is not mana efficient, as a cycling cost of 2 means 3 mana for a 2/2 flyer, as well as the 3 for an enchantment. If you choose this option, I'd include a lot of cycling lands so you have a long reach, and a couple of copies of finishers, and even some Torrential Gearhulks. Keep your countermagic and relatively slow sideboard, but throw in one of your 3-drop lifelink fliers into the board, preferably aerial responder which with Favorable Winds is an amazing race card, on par with the old Mantis Rider.
My preferred direction, however, is more of a RU pirate all-in/tempo variant. For this, move the existing countermagic to sideboard, and cut the Settle the Wreckage + Aven Mindcensor combo as it is too fragile. Your goal will be to play sorcery speed on turns 1-3 and instant speed after that. You will need more untapped lands so stick 2-color. Your key package here is Storm Fleet Aerialist, Dreamcaller Siren, and Siren Stormtamer. Obstructionist is also an option. Lookout's Dispersal is 4x mainboard as your primary source of countermagic. Your reach in long games is from Drake Haven alone, so I'd consider using Glorybringer as a finisher and 1x Rowdy Crew as a 6-drop to make 2 drakes. 25-26 lands, since you need to play on curve 1-4 EVERY game and you also want more untapped lands, and can cycle your taplands. Not sure what the rest of the slots are, but that's up to you to figure out. Bloodwater Entity also becomes an option. 4x spell pierce in the sideboard to negate sweepers that are played on curve will finish out games vs control. vs aggro, cheap removal is your best bet. Might be worth looking through prowess cards.
A card I'd consider for either variant is Jace, Cunning Castaway. 3-mana planeswalkers have a history of being very strong when they're relevant, and you can reliably both hit and benefit from the +1 (which triggers Drake Haven), and the 2/2 is a good lower-value blocker for the aggro decks, which will otherwise be able to trade up against your fliers in the absence of an amazing Settle the Wreckage.
1 week ago
I knew that Admiral Beckett Brass would be challenging to build around, but because there are so few pirates and because many of them do not share a creature type, cards like Shared Animosity, Coat of Arms, Kindred Charge and Door of Destinies just aren't as powerful. This type of deck also mitigates the utility of mass recursion cards like Patriarch's Bidding.
Granted, many of the pirates are human, so I could possibly build a deck based around that creature type, but because evasion is such a crucial part of my strategy, I would have to cut cards like Siren Stormtamer Dreamcaller Siren and Siren Lookout.
Are there any mass creature pump spells that would work with creatures of different types? I don't really know of any in Grixis.
1 week ago
1 week ago
Please link cards like this in future, so I can more easily see what you are saying.
I don't need another 1/2 Flier in the 2 drop slot.
Kitesail Freebooter is weak as it is, the only advantage being that it can grab a card on the way in.
Siren Lookout is even worse value. Another 1/2 Flier that MIGHT get you card draw ONCE, and costs ?
It's VERY sad that you can't see the value of Desperate Castaways, which has strengthened the deck so much.
Terrific for early defense, and the extra copy of Aethersphere Harvester sees it ready to attack on Turn 3, most of the time.
I'm going to ask you to hold off Commenting on this deck for a while.
In the past couple of days you've made FIVE Comments, which is a lot, and you seem to be ignoring the reasons I've given in the Description for my card choices.
My partner StuBi and I have been playtesting this deck irl and it's working very well.
That's a very different situation than playtesing against oneself.
2 weeks ago
I was wondering, I would think that Aethersphere Harvester is not much in synergy with the deck since you have both limited energy and no interaction with the the cards you're playing. I was wondering what you would think of Panharmonicon? The ability to take 2 creatures with Hostage Taker, take 2 cards with Kitesail Freebooter and deal 6 damage with Skysovereign, Consul Flagship and tap 4 creatures with Dreamcaller Siren seems quite strong to me.
Feel free to disagree. Just want to get your thoughts since I have limited ability to try out decks and ideas.
2 weeks ago
Really like this list a lot, tempo has always been one of my favorite strategies! List looks good overall but I might try and add 1-2 copies of Dreamcaller Siren to the top of the curve as it can be a pretty potent end game threat as well as a great tempo play (Possibly tapping down there only creatures that can block your small fliers.)
Also I know it's slipping out of the affordable range but Fatal Push would also be a great bit of added removal, or even Vraska's Contempt would do wonders in the aggro match ups to stem some bleeding.
Overall though I like the list a lot, super solid.