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Fathom Fleet Captain
Creature — Human Pirate
Whenever Fathom Fleet Captain attacks, if you control another nontoken Pirate, you may pay 2. If you do, create a 2/2 black Pirate creature token with menace.
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Fathom Fleet Captain Discussion
20 hours ago
As for Warkite Marauder, I've definitely been thinking about it!
Warkite is an option but when I was making this deck I decided that Fathom Fleet Captain and Dire Fleet Poisoner was a way more dangerous combination. The Captain's ability to create tokens is my ideal win condition and usually my opponent is really focused on killing it off with dual blockers. Against something like Green Stompy, there's a good chance my Captain will eventually be blocked and not even manage to kill something in the trade.
Dire Fleet Poisoner gives Fathom Fleet Captain the chance to create a 2/2 Menace Token AND kill two creatures at the same time with death touch. It makes the Captain way more intimidating than it already is. Plus, the Poisoner is really versatile since I can surprise flash it in on my opponent's turn as a blocker or just bring it in on their turn to avoid summoning sickness.
As for Becket Brass, she's definitely always in the back of my mind but I'm not ambitious enough to try a 3 color formula quite yet. Thanks for all your thoughts.
1 day ago
I don't think you want Vraska in here. It's the only green card, meaning it hurts your mana to have the cemetery's in here for it. Additionally, pirates tend to be more of a tempo based deck, which a 6 drop walker doesn't fit well with. Since everything besides that is 4 mana or below, I'd cut down to 22 lands, and replace all 4 cards with Deadeye Tracker. It's a pirate, it's a 1 drop, it's incidental graveyard hate, it filters your draws or helps make land drops, and it's a mana sink alongside Fathom Fleet Captain and Dire Fleet Daredevil. Like the deck
2 weeks ago
Orion93 I kind of joined these guys and don't want to impose any other formats on them ;) For now it will have to be exclusively standard, but aggro pirates are lots of fun, so I don't mind. I am putting some Fell Flagships to boost my defensive abilities, the deck in its current form lacks in defense, and I need that sometimes. Fathom Fleet Captain turns out to be really useful in casual play, I can keep creatures on hand and spend mana on tokens, and menace seems to grind my opponent's gears.
3 weeks ago
Thanks for the suggestions WeaselEnergy! I'll definitely test this with Fell Flagship and Fathom Fleet Captain. I tested with Rigging Runner, but I stuck with Daring Buccaneer because I felt it was a better turn 1 option if you don't draw Fanatical Firebrand.
3 weeks ago
3 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...
Argy on SuperLegends
5 months ago
This deck wants to do things that it needs a long game to do, such as attach equipment that is expensive to attach (Blackblade Reforged), cast expensive Sorceries (Primevals' Glorious Rebirth), or eventually play expensive Creatures (Demonlord Belzenlok).
There are better Creatures for you to play, if you want to go for a long game.
Have a think about some of these:
Dire Fleet Poisoner
Fathom Fleet Captain (although you do need other Pirates to make this one work)
Glint-Sleeve Siphoner (far better draw option than your Dusk Legion Zealot)
Sram, Senior Edificer (this triggers two things for you, Legendary, and draw)
The Mox is often on the field not being triggered, and you would only use it to replace lands. Take it out for more effective Creatures.
(It really is aimed more at Commander, Modern, or "Artifacts matter" decks.)
Replace it with more Creatures as well.
You need more stuff that you can equip, and that your Opponent needs to deal with.
Walk the Plank is very weak removal, at the moment.
If you make some changes and want me to take another look, tag me in these Comments.
Hope that helped.
6 months ago
I'm thinking of putting together a Gishath brawl myself, but I'm worried at the incredible shortage of 2-drops. Looks to me like the first few turns you'd be incredibly vulnerable, especially when more aggressive dfecks like UB Pirates can use their first three turns to curve out with plays such as Siren Stormtamer, Fathom Fleet Captain, and Jace, Cunning Castaway. Considering Pillar of Origins and Llanowar Elves for this reason. Thoughts?