|Commander / EDH||Legal|
Printings View all
Combos Browse all
Artifact — Vehicle
Pirates you control get +1/+0.
Whenever Fell Flagship deals combat damage to a player, that player discards a card. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Fell Flagship Discussion
2 weeks ago
Fell Flagship 's quite a good situational card for my matches so far. Aside from its +1/+0 buff, I usually crew it for its discard effect and I usually do it so that creature spells I cast during my turn can technically attack. I don't rely on its discard effect much though since my goal is to get creatures out as fast as possible, but in matches against control/tempo type decks, it quite helps.
Yes, March of the Drowned is kinda slow for my deck, and it's only been useful for me in certain long game situations. I figured that since I can win games in 4 or 5 turns (based on my playtesting so far and with an ideal hand), I just need it to be more consistent by basically just adding more cheap creatures to my board as early as possible.
Run Amok was a card suggested (and given to me) by my friend as a replacement for Buccaneer's Bravado , and I find it to be a better combat trick in almost all situations since it gives +3/+3 AND trample while the latter only gives first/double strike with +1/+1. In my recent playtests I realized that trample fits my game more especially in dealing with chump-blockers, given that getting damage through as quickly as possible is the deck's goal.
2 weeks ago
Thanks, for the quick response, kael243.
I also wanted to ask how the Fell Flagship has been going out for you. Is the +1/+0 buff good enough? Do you sometimes crew it for the discard effect or does it mostly sit on the battlefield for its buff? (I get the feeling it's kinda slow compared to other stuff in the deck)
I further see you took out March of the Drowned . Do you think it's too slow for the deck or are you just playtesting with the deck and seeing how it goes?
I like the new addition of the Run Amok . Seems like a neat combat trick that produces more damage our way. It's also great that we don't have to sacrfice our creatures in order to proc some raid effects when attacking.
1 month 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.
2 months ago
Hey, so it looks like you have stuffed the deck with ways to tap down your commander, but you're only untapping during your untap step for the most part, you should look into more untap affects. You have Saddlebags, which works, but I would look to add a few more; Staff of Domination , Umbral Mantle , Thornbite Staff , Thousand-Year Elixir , Paradox Engine , also there's Maze of Ith and Thaumatic Compass Flip. Additionally, if you're going to be tapping and untapping creatures, creatures like Avatar of Woe and Visara the Dreadful , to get more value out of those untap affects. Also, take a look at some of the Crew costs. You are low on creatures, high on Vehicles. You'll always have access to King Macar, the Gold-Cursed , but there's no guarantee you'll have creatures with Power > 2 on the battlefield on in your hand so; Aradara Express , Ballista Charger , Bomat Bazaar Barge , Conqueror's Galleon Flip, Consulate Dreadnought , Demolition Stomper , Fell Flagship , Heart of Kiran , Irontread Crusher , Skysovereign, Consul Flagship , and Weatherlight , all are likely dead cards on the battlefield, unable to be crewed. Also, Magus of the Coffers will be high value as well, generating mass amounts of mana while also being able to untapped by untappers. You also might want to look into adding some more card draw, you have Greed , but perhaps Bloodgift Demon , Pain Seer , and Dark Tutelage are solid options. I know some of my suggestions are expensive, but I'm just trying to help optimize, and efficient untappers are going to be expensive because they're rarer.
2 months ago
I'm pretty sure between my friend and I, I can get at least 2 of both Sulfur Falls and Submerged Boneyard Since him and his girl aren't playing any b/u or r/u rn... But that's not necessarily to dismiss the suggestion of dropping blue. And Mana has screwed me playing tonight a little. Mostly black because I realized I have a lot heavier black presence than I thought...
Also, though: I've found my most consistent win conditions seem to revolve around Storm Fleet Sprinter. 2 dam unblockable - not that special. Hopefully, I'm able to buff that up a couple times. Fell Flagship helps, and so does Pirate's Cutlass. That's 5 unblockable. But what's even more awesome is having Dire Fleet Neckbreaker as well for 2 more - but that's already all 3 colors between Storm Fleet Sprinter+Dire Fleet Neckbreaker. And the 2 extra from neckbreaker is pretty negligible unless you hit him with Buccaneer's Bravado for double strike. That's been about the nastiest I've seen this build play is when I'm able yo utilize the unblockables and also doubling that dam up. That's a 14 unblockable swing I just added up. Even just reading that is kind of astonishing right? Lol
With that said - I'm sure there's a lot changing I have to do with my archetypal theory at the moment. My SO beat me 6 of 7 hands earlier with this one Truly Competetive Saps :(. I'll have to think about what I'd be losing to drop the blue. I'm not that worried about getting cards though. Between all of us cardpooling, we really have almost any card we'd use in standard already. Even rare and mythics just because you do 'aquire' them over time. Like I know I could pull together a full set of Fell Flagship because he showed them to me the other day, I forgot them. I'm sure we have 2 copies of pretty much anything within reason...
2 months ago
Atm blue dual lands are the biggest expense for a budget deck and your mana base is probably the first space you'd want to improve with any funds. If your goal is budget I'd almost say cut blue out, all the main cards you'd want for a blue based version of the deck are decently expensive, and b/r pirates are going to soon get the carnival to come to town.
3 months ago
Fell Flagship is weird with only one creature able to crew it. Even if you manage to crew, you have to hit the player and this is a huge problem. I can't think of one deck that will let it pass like this.
3 months ago
No data for this card yet.