Grim Captain's Call

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Uncommon

Combos Browse all

Grim Captain's Call

Sorcery

Return a Pirate card from your graveyard to your hand, then do the same for Vampire, Dinosaur, and Merfolk.

Grim Captain's Call Discussion

multimedia on Davy Jones Pt.2

3 months ago

Hey, saw your forum topic asking for help.

Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.

The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.

There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.

Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.


My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .

11 cards to consider cutting to add more lands:


Other cards to consider cutting to make 100 cards:

As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.

Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.


Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.

For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.

Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.

Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.

I offer more advice if you would like. Good luck with your deck.

CaptDan on G/B Ascend Midrange

1 year ago

I switched the two Rhonas the Indomitable for two Ruin Raider, for more card draw early in the game and a pirate card. Moreover, I removed the three Journey to Eternity because it is often hard to get value from it. Sometime, my opponent is able to kill my creature in response of me casting Journey to Eternity, to bounce my creature back in my hand or to exile it, creating a 2 for 1 situation.

I am trying now Grim Captain's Call. All my creatures maindeck are either a Pirate, Dino, Merfolk or Vampire. It is pretty easy to get back 3-4 creatures with this card. For example, around turn 5 or 6, I can easily get back the Merfolk Branchwalker I played on turn 2, the Wayward Swordtooth I played on turn 3 and theTwilight Prophet I played on turn 4. 3-for-1 plays are so good!

ThePavlova on Which Tribe? Every Tribe!!!!

2 years ago

Holy shit, I was just about to make a changeling edh deck, looks like you beat me to it tho :). Personally I prefer Sliver Overlord as commander just to tutor Amoeboid Changeling and then take control of opponents creatures. Surprised you don't have Amoeboid Changeling in there, he's my fave changeling and could do some cool shit like making your commander a sliver, idk you've probs already considered him. Call to the Kindred might be an alternative to Descendants' Path. Also Grim Captain's Call is a neat card to resurrect changelings. Harabaz Druid is my preference over elvish archdruid cause it's any colour. Also Myr Galvanizer and Alpha Status. That's about all i can think of right now, I really like that you put together this deck at this price point, I'll be sure to reference it when I make my own with Sliver Overlord as commander. Also if janky combo decks are your thing I'm making a modern changeling combo deck Changelings Combo (Infinite Mana).

RazortoothMtg on MS: The Race (Part 1)

2 years ago

Story makes Grim Captain's Call make a tad more sense lol

MWorl91 on Ixalan Spoilers

2 years ago

I went to a prerelease and came to some decent conclusions.

  • Revel in Riches can be a thing. It's absurdly easy to obtain large amounts of Treasure and a lot of times I was wishing I had pulled the card. I could have won many close games on the spot if I had pulled it.

  • treasure map and Conqueror's Galleon are both great. I pulled neither but the guy I played who had them put them to great use. The ability to Scry early, produce treasure, and use excess treasure to draw cards allowed my opponent to keep drawing good cards and avoid missing land drops. Conqueror's Foothold allowing you to continually add cards from your graveyard to your hand was also really great as it made it super hard for me to keep a board state. Every turn he could just grab his removal from the yard and kill my things. Fortunately, said removal was Walk the Plank and I had a couple of Merfolks including Jade Guardian but still, my big dinos were useless against it (didn't pull a Carnage Tyrant)

  • Costly Plunder is an Allstar. The ability to turn a chump block into card advantage for 2 mana swings games, trust me. Just don't do it when blocking a Trampler. It's also useful as a counter to your opponents removal.

  • Shaper's Sanctuary is also really great, it resolves before the spells and abilities that trigger it and quite often drew me answers to them. Top decking the aforementioned Costly Plunder in order to turn my opponent's removal into cards was a highlight of my night.

  • Grim Captain's Call is an allstar in Limited. In a limited format most people are often forced to at least splash 1 or 2 other tribes along with their main one. I ended up having to play all 4 tribes. Being able to restock my hand with 4 cards late in the game by only paying 3 mana was incredible. This card might not hold up as well in Constructed but I could not have been happier with it at the Prerelease.

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