Forerunner of the Coalition


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful 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
Rivals of Ixalan (RIX) Uncommon

Combos Browse all

Forerunner of the Coalition

Creature — Human Pirate

When Forerunner of the Coalition enters the battlefield, you may search your library for a Pirate card, reveal it, then shuffle your library and put that card on top of it.

Whenever another Pirate enters the battlefield under your control, each opponent loses 1 life.

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Forerunner of the Coalition Discussion

Force_of_Willb on Isareth's Blood Ravagers

2 days ago

Instead of Mesa Unicorn or Bishop's Soldier, How about Paladin of Atonement, works well with drawing cards off of Arguel's Blood Fast.

Also I dont know if you need 4 copies of Dire Fleet Ravager, maybe try having Forerunner of the Coalition as a way to tutor him up (when you need him). Chances are with your lifegain in the deck he is going to hit you for more than he hits your opponent... Fraying Omnipotence could be just as good a finisher and you would rebound quicker with Isareth the Awakener. you can then add more ETB creatures like Dusk Legion Zealot, Inspiring Cleric, Bloodhunter Bat

landofMordor on Grixis pirates

1 month ago

Hey friend, love the direction you're going here. Pirates are my favorite tribe of Ixalan and I'm glad to see someone else jamming them.

What's your goal for this deck? Competitive play, or just beating down at a casual table? Do you prefer control, aggro, or a mix?

Either way, I'd include Forerunner of the Coalition as a 4-of -- that way, you can cut down on the more expensive Pirates like Brass, Prosperous Pirates, and Angrath's Marauders, since you can easily tutor them out.

Knowing the direction you're going will help with more suggestions! Cheers!

Sakaerion on Bloody Tide, Black Sails

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!

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...

Forrestwalker on Lucy Pirates

1 month ago

you could go a little more Aggro as another win condition if the treasure doesn't pan out. 2 cards to do that with at least in my opinion are Grasping Scoundrel and Forerunner of the Coalition.

Supahpikmin on Booty Bandits

3 months ago

Hi TheAmazingRebel, I playtested your deck against a control deck and an aggro deck, and I have some suggestions for you.

First off, your pirate picks are quite solid. There's great synergies between evasive creatures and enchantments/Brass, and your curve looks good in my opinion. Your lands look pretty good, and you didn't overdo the removal.

Here are my thoughts of what you can improve on:

your land count of 23 is pretty solid and almost guarantees you'll have the mana to keep pumpin' out pirates. However, Cinder Barrens and Fetid Pools come in tapped, which can severely slow down your speed. I would replace them with either basic lands for budget, or more expensive lands that let you pay life or fulfill a condition to get them in untapped. You can also consider dropping a land if you feel you're getting mana-flooded too often. Another thing to note is that you can drop some black mana production in exchange for UR lands. You have no early black creatures, so getting that black at the start does nothing, while getting blue or red mana will usually determine the game.
While a lot of the cards included here are strong, i feel that 17 noncreature spells dilutes the deck too much. You have enough low-mana creatures to call this an aggro deck, so that's where I will go with my advice. Remove Vanquisher's Banner, Negate, and 1-2 March of the Drowned. These cards are unnecessary in an aggro deck because they are too slow and stop you from developing a board. Replace those cards with pirates and maybe even another See Red, and you will be good to go.
Now that you have 4-7 slots open in your deck here are some suggestions to fill the gaps:

  • Dire Fleet Poisoner is incredible against creature heavy decks. You get a surprise deathtouch blocker, a surprise deathtouch attacker, or 1 extra damage for just 2 mana!

  • Forerunner of the Coalition is such a fantastic card. It denies land flooding, controls your draw, and stacking them together lets you hit your opponents in the face while still developing a board. Great in the early game, great in the mid-late game when you just need a final push. Add 1-2.

  • Rigging Runner is not a card to be underestimated. Getting a 2/2 first strike on turn 2 plus another 1-drop is really strong. It's a great pressure tool against opponents who also run aggro or lower health creatures because you can make fantastic trades. It combos well with Dire Fleet Poisoner too.

  • Protean Raider is an interesting card to toy with. At worst, it's the best creature on the field. Works well with Hostage Taker, Forerunner of the Coalition, and Dire Fleet Neckbreaker. It works as a good fallback option if the opponent develops better creatures than you and starts to stabilize.

Those are my thoughts on how you can improve this deck. If you're going for a more midrange feel, take out some early game cards and add in your more expensive stuff, like Angrath and River's Rebuke to OTK your opponent. Thanks for reading and I hope this helps!

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