Fathom Fleet Captain

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
Ixalan (XLN) Rare

Combos Browse all

Tokens

Fathom Fleet Captain

Creature — Human Pirate

Menace

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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Recent Decks

Fathom Fleet Captain Discussion

Grunyarth on Bloody Tide, Black Sails

1 month 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

3 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).

However, it's early game is very weak. The main thing happening at that stage are Divest, Kitesail Freebooter, and Dusk Legion Zealot.


IMO Harsh Scrutiny is a much better option than Divest. Yes, you lose the Artifact part of the spell, but you also still get to do something if it fizzles.

Having done a LOT of play with Kitesail Freebooter over the last season, my partner ended up swapping it for Duress. It just wasn't that helpful.


There are better Creatures for you to play, if you want to go for a long game.

Have a think about some of these:

Adanto Vanguard
Dire Fleet Poisoner
Fathom Fleet Captain (although you do need other Pirates to make this one work)
Gifted Aetherborn
Glint-Sleeve Siphoner (far better draw option than your Dusk Legion Zealot)
Glory-Bound Initiate
Sram, Senior Edificer (this triggers two things for you, Legendary, and draw)


I would get rid of Mox Amber, and Oketra's Monument.

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.)

The Monument is too slow, unless you are running something like Hidden Stockpile.

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.

All decks should really be running Fatal Push and/or Vraska's Contempt.

For you I would suggest Vraska's Contempt, as it deals with Indestructible Creatures, gods, and Vehicles. In playesting my deck absolutely hosed yours with Skysovereign, Consul Flagship.


If you make some changes and want me to take another look, tag me in these Comments.

Hope that helped.

pizzanui on Gishath's Brawl

4 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?

Argy on Pirate deck help

4 months ago

Ninjew42 although the tribal theme has some bearing, it's not my main focus for the extra Creature.

The Flash on Dire Fleet Poisoner is incredibly appealing.

I would just LOVE to see two Torrential Gearhulks double block my Fathom Fleet Captain, only to Flash in Dire Fleet Poisoner and apply Deathtouch to both of them.

My idea for Gifted Aetherborn is to get myself out of Lightning Strike range.

Argy on Pirate deck help

4 months ago

What would be better in a Pirate deck Sideboard?

Gifted Aetherborn to hold on longer against Aggro, or Dire Fleet Poisoner to make Control think twice about double blocking Fathom Fleet Captain?

Please give reasons.

Ninjew42 on P.O.Pi (Pile Of Pirates)

4 months ago

Hi Geoffrey1,
I have a few suggestions that I think will make your deck unstoppable.
First is get rid of 4x Dire Fleet Captain in favor of 3x more Fathom Fleet Captain. Fathom Fleets ability to make 2/2 Menace Pirate Tokens is better in both short and long game situations then Dire Fleet. Menace also makes it a tough thing to kill without some sort of direct damage or removal.
Get rid of Storm Fleet Swashbuckler and add some more removal spells like Vraska's Contempt or Unlicensed Disintegration. The Ascend ability is worthless if your opponent is dead in 6 turns.
Think about adding 3 or 4 Buccaneer's Bravado to the mix. You will be amazed at how effective a surprise double strike creature can win games. Lets turn that 4/2 pirate into a 5/3 double strike pirate.
Other than that I would say Your deck. . . . Will kill.

TepigAggro on Pirates Ahoy

5 months ago

Alright dude, great deck! I think you need 22 lands, so cut maybe a Ruin Raider and a Fathom Fleet Captain.

ghgiunco on Grixis Pirates

5 months ago

Hello Freezingfist, thanks for your comment.

If you ask me which route to choose, i would be a little undecided. Cause the Lookout's Dispersal always save me, i put burn spell to kill some little creatures or help to finish the game, after add red i fell more strong. I like the aggro with a pinch off counter to save from swipers. I like the aggro but sometimes feel like miss a big threath. I liked Fly cause the evasion. I like the explisve start and the security of the counter.

Was think in a route with Fathom Fleet Captain could be nice with Dire Fleet Neckbreaker

i accept any advice you can do hahaha

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