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Kari Zev, Skyship Raider
Legendary Creature — Human Pirate
First strike, menace
Whenever Kari Zev, Skyship Raider attacks, create a legendary 2/1 red Monkey creature token named Ragavan that's tapped and attacking. Exile that token at end of combat.
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Kari Zev, Skyship Raider Discussion
3 weeks ago
This is a take on the Mono-Red Chainwhirler/Haste Aggro that is currently in standard.
its main goal is obvious, win quickly and fill the board with low cost creatures. Below are the card listings and the reasons that they are included.
4x Bomat Courier One of the best cards to use early to net you cards when you no longer have much in your hand, as well as an effective way to discard some Earthshaker Khenra for later. Also, a good cheap Defender late game that can net you some cards after a block before the damage step.
4x Fanatical Firebrand One drop with haste that I can use as a removal or for quick damage, Great to ping Llanowar Elves with when playing against mono green stompy, or to use in conjunction with Lightning Strike to remove Steel Leaf Champion
2x Ahn-Crop Crasher Three drop with haste that can get around blockers, while this is a great card, its better to have less because the whole point of the deck is low cost haste aggro
3x Earthshaker Khenra Great card due to its eternalize ability, its also good to prevent blockers early game.
4x Hazoret the Fervent A game winner that can be used to discard for damage, great to be used late game with Earthshaker Khenra or to discard other copies of itself to ping a player for 2 damage. this card can win games because its indestructible and is extremely hard to remove for a lot of players.
4x Goblin Chainwhirler Great card with first strike that deals damage to everything your opponent has as well as themselves, this is great for token removal against History of Benalia if followed up with a Sac of Fanatical Firebrand
2x Kari Zev, Skyship Raider Good for early game when the opponent may not have creatures out, needs 2 cards to block and always creates a 2/1 token to attack with it. Because of the Legendary Rule, I only play with 2.
4x Rekindling Phoenix Standard Aggro Staple these days, unless its exiled or its resulting token is destroyed. card that cannot be blocked easily due to its flying.
4x Abrade Basically Lightning Strike but with Artifact Removal, Great against Mirror Matches, Energy Decks, and decks that are artifact heavy in the current meta, Every Mono-Red deck I have seen runs a play-set of this.
4x Lightning Strike Great removal spell in red that can get rid of most cards by turn 2 or 3, Aggro staple that shouldn't have to be explained.
3x Banefire A great card for Control Match ups as you will probably win late game and want to hit them with something that they cannot counter or prevent at all.
3x Kari Zev's Expertise Against Creature Heavy decks; especially Mono-Green Stompy, nothings better than taking a card:Giganotosaurus or a Ghalta, Primal Hunger from an opponent and following up that attack with a Lightning Strike, Misc. Card ability or all the creatures that you own. Not a lot of people play this card. i can use it to also drop a Shock, Abrade, Lightning Strike for a quick removal or Bomat Courier, Earthshaker Khenra, Fanatical Firebrand for a attacker to join in, Kari Zev, Skyship Raider if you need another creature on the board to defend with or Chandra's Defeat for a mirror match removal, all of these are done without paying the mana cost from my hand. Using this to put out a creature is also helpful to get more creatures on the board when going against those Mono-Green Stompy type decks that people are starting to play as of late.
3x Chandra, Torch of Defiance A great utilitarian card for Control Match Ups as its difficult to remove and best casted when they are tapped out, its also good to use to get extra mana to cast a 2-drop card such as the ones listed above in Kari Zev's Expertise once Chandra comes out. she is also good to use for a removal to deal 4 damage to a creature and is good to use to exile a card that you can cast late game if you need it or to deal that 2 damage, and her ultimate ability will end a game, anything you cast will cause the emblem to deal 5 damage to a creature or player of your choice.
3x Aethersphere Harvester, Vastly underrated card that can be used in many number of match ups especially against control decks, this card can be crewed by turn 3 to get your opponent down 3 live and gain 3 live yourself. I have also used this against Mono-Green Decks and its great for when you need more life by the time they bring out the cards with Trample
any concerns, thoughts or suggestions would be appreciated before I take this to Friday Night Magic or Sunday Showdown This week.
1 month ago
Keep the Champion of the Flame they do massive work in your deck, definitely splash white it is so worth it. You can take out Fanatical Firebrand for more Kari Zev, Skyship Raider and maybe a couple Shocks
1 month ago
I like the idea of using Blackblade Reforged I am just wary of it being dead if I don't have Valduk, Keeper of the Flame on board. I will play some games with it added to the deck to see how it goes. I could remove some Champion of the Flame and put in more Kari Zev, Skyship Raider though. Thanks for the suggestions. If you think there may be something better to remove let me know.
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 comments, glad you like the deck!
I didn't make many concessions for price with this deck so other than swapping in the Vraska's Contempts, I don't think you need to change anything up for that reason. That said, I haven't done much testing since Dominaria came out so it's possible there are places to tighten up the list. Cast Down is a pretty easy switch for Walk the Plank, for example. Of the 50 most-played creatures in Standard, the only creatures it can't kill that Walk the Plank can are Kari Zev, Skyship Raider, The Scarab God, Pia Nalaar, Lyra Dawnbringer, Ghalta, Primal Hunger, Gonti, Lord of Luxury, and Shalai, Voice of Plenty, and having to deal those using our other removal spells is probably well-worth Cast Down's upgrade to Instant speed.
To answer your specific questions:
More Torment of Hailfire: I'm running only 2 because I don't want to draw this card until later in the game. It's pretty bad with a low X-number and since we don't have ramp, we need a lot of turns of hitting our land drops before it's worth casting.
Duress: No, this card is great. You board it out sometimes but most decks play a number of important noncreature spells and being able to peak at your opponent's hand in the early game is very important for planning out sequences.
Dreamstealer: a fine card but it isn't a replacement for Duress and doesn't generally work with our artifact plan.
Dire Fleet Poisoner: I'm not very impressed by this card in our deck. You could play it and it might be fine, but it doesn't really do anything we can't do in other ways.
Sword-Point Diplomacy: I've tested this a little and have been generally unimpressed. Your opponent just has too much control.
Gifted Aetherborn: already in the sideboard, definitely better than Dire Fleet Poisoner in this deck. The life gain and extra point of toughness are really powerful against aggro decks.
Heartless Pillage: I could see this swap, but I really value being able to cycle away discard later in the game. Heartless Pillage has higher upside than Unburden but the fail-case is pretty bad. I'd say this change is up to you.
Treasure Map Flip: I've done extensive testing of Treasure Map in this deck and I do really want to include it, but I want all our other cards more. You especially can't swap it out for Renegade Map because Map is why we get to run so few lands and Treasure Map is too slow to make up for dropping even lower. If you can figure out what to cut, though, I say go ahead. The obvious choice would be Implement of Malice, but then we drop below our critical level of forced discard, and everything else serves critical purposes. There's a chance that Wall of Forgotten Pharaohs is just too cute and we'd be better served by dropping Treasure Map on turn 2, but then we're setting ourselves up for really bad game-1s against aggro.
The Eldest Reborn: Might be fine in the sideboard for matchups against hexproof decks if those are a problem in your meta. Otherwise, it doesn't have all that much synergy with our deck. I could definitely see it playing an important role in a different discard deck that wasn't leaning into the artifact-matters theme.
Cruel Reality: Kinda the same thing as The Eldest Report, except 7 mana is a lot for this deck. We'll get there eventually, sure, but not until turn 7 at the earliest, at which point I'm concerned that Cruel Reality is just too slow of a finisher. I'd probably rather just run more copies of Torment of Hailfire, which gives us way more immediate value and can easily just win us the game on the spot. Cruel Reality makes more sense in a Golgari ramp deck that wants to stick in on like turn 4 or 5 so it can start nugging the opponent during the development stage of the game.
2 months ago
I appreciate the thread but the tiers are all off. You'll have to play some brawl to figure it out, but some commanders that don't look powerful are bonkers good, such as Kari Zev, Skyship Raider and Adeliz, the Cinder Wind.
2 months ago
Oh, I also put in the pair of Kari Zev, Skyship Raider and she and Ragavan fit in quite nicely :)
2 months ago
I like 2 Kari Zev, Skyship Raider in place of two Skinshifter because it is more of a threat by itself and for less mana, and since I added two Saheeli Rai I still have four "copy" slots left like I did in the original build.
The deck is really built more around the Celebrant and Tetsuko than GE, and if I use GE in a game I'm really only budgeted to use it once as a finisher. The dream of stealing turn after turn died when it was revealed that GE gets exiled from itself so I can't reuse the same copy like I thought I could.