|Commander / EDH||Legal|
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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.)
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|Have (13)||Themasterpirate , Vasbear1 , Aquacomics , Spinalripper , Epidilius , Cunningcrow , philktoken8998 , 7vennum7 , firemind12 , Pumpkinking913 , Bezter , Mortiferus_Rosa , Daddy1ong1egs13|
|Want (5)||greeny448 , Amagon , bolke , Jaimacantroll , PopeJonIII|
Fell Flagship Discussion
1 month ago
Thanks for the suggestions! I've actually had the opposite experience with Fell Flagship, and often find it's ability to be crewed by a summoning-sick 1 or 2 drops that it anthems up to 3 power to be just the speed boost I need to hit a turn 4 or 5 win when I otherwise wouldn't. It's definitely not good when you're already behind, but as an aggro deck, if I'm behind then it's not a game I'm going to win anyways. To that same idea, Forerunner of the Coalition and Kitesail Freebooter are really strong cards when you're playing from behind or against control, but the first situation is not where I want to be anyways, and against control I usually have just been swapping in Duress for Abrade, but freebooter might actually be the better option. I like both in a Dimir or Grixis list for sure, but this deck is really trying to be as low to the ground and hit as hard and as fast as possible. That said, freebooter is a great help against removal-heavy matchups, so I'll probably look into swapping a few in for Dire Fleet Captain and see if the slight speed drop is made up for by consistency. Thanks again for the help!
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...
2 months ago
Thanks for the suggestions! Fanatical Firebrand is one I've considered in place of Rigging Runner, and it's definitely better than the runner on turn 1, but every turn after that it's significantly worse due to it's inability to crew Fell Flagship. If I need to lower the mana curve later, it's definitely the first card I would add. Lightning-Rig Crew is an interesting card, but I think it's a bit slow for this deck. It would probably feel more at-home in an Izzet or Grixis tempo list, but if Goblin Chainwhirler starts dropping in play and token strategies start to come back, I can see it being an excellent sideboard option.
2 months ago
Point number 2, take out lands, lol. A commander deck has 100 cards, meaning half of your current deck is lands. I'd say 38-40 should be a good number. Fell Flagship would go well in this deck. Budget too. Pirate's Cutlass could possibly go in the deck as well
3 months ago
Synergy is kinda my whole shtick, so naturally something like Fell Flagship is my favorite. Gets the job done and pumps the team. Was quite fond of a certain gift from a certain god-pharoah, but y'know...
3 months ago
5 months ago
6 months ago
Dire Fleet Captain and Fathom Fleet Captain should both be 4 ofs. At three drop i like Fell Flagship because it pumps all your 1 drops and is difficult to kill and at 4 drop a 4 of neckbreaker. I'd run burn based removal in Shock and Lightning Strike and Abrade all as a 4 of. And I'd run 22 land in the deck because your so low to the ground. Last two cards can be claim.