Kitesail Freebooter

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern 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
Ixalan (XLN) Uncommon

Combos Browse all

Kitesail Freebooter

Creature — Human Pirate

Flying

When Kitesail Freebooter enters the battlefield, target opponent reveals his or her hand. You choose a noncreature, nonland card from it. Exile that card until Kitesail Freebooter leaves the battlefield.

Price & Acquistion Set Price Alerts

XLN

Ebay

Kitesail Freebooter Discussion

KaladeshKat on 16 Flyno

5 days ago

This could really get nasty after you equip Helm of the Host. Unfortunatley, we only run 1 copy! Yeah its legendary but that is one of our big pieces. I think taking out Moment of Craving and then adding 1 or 2 more copies would be better.

Concerned about turn one. We have nothing there! (That might be on purpose.) This deck it going to be really slow. You aren't going to have much of a board presence until turn 3. Other than Kitesail Freebooter we have no creatures until turn 3.

Doom Whisperer isn't needed here. Vampire Sovereign is better to have multiple copies of. The ability on DW is super powerful... but not in large numbers.

Somebody should do this with a Lotleth Giant.

FastIsFaster on Orzhov Midrange

1 week ago

I'd recommend testing with Kitesail Freebooter, at least in the SB, for control matchups and at least consider Conclave Tribunal, as your creature density will allow you to get the spell off for less than its actual cost almost every time

solarbeam on Three Color Midrange/Life gain Deck

2 weeks ago

Alright, awesome! I don't know your meta, so let me know if these suggestions aren't right for you and your playgroup(s).

First off, this is straight up Midrange. A couple counters and removal/control magic cards doesn't make it control.

Secondly, I would focus first on your mana base. The distribution of your lands will depend on the end result of the deck, as in how many black/blue/white symbols are on the card adn how early they appear. Some cheaper lands for esper are Fetid Pools, Irrigated Farmland, Sunken Hollow, and Prairie Stream. These are great choices as they have the basic land types and are able to be fetched with fetchlands, and the cycle effect on the first too can be really hand late game. I'd go with one or the other though, and those also turn on lands like Isolated Chapel, Glacial Fortress, and Drowned Catacomb. If your group plays lands that can be troublesome, cards like Ghost Quarter and Field of Ruin are some great ones that aren't straight up land destruction. I would heavily suggest Field of Ruin over Ghost Quarter though, as it doesn't set YOU back on mana. I would also strongly recommend playing at least 8 basic land cards and at least 25 lands with the amount of high cost cards you have as well.

This kind of deck really does not need Expedition Map, and Elixir of Immortality is really only good if there is an opponent on mill, there are better options if you need life gain. Cards like Wall of Omens, Ruin Raider, Twilight Prophet, Dusk Legion Zealot, Phyrexian Rager, Thassa, God of the Sea or Kefnet the Mindful are all great creatures that can help you draw cards and lands if needed. Spells like Preordain, Serum Visions, Impulse, Painful Truths, Discovery / Dispersal (which can act as removal as well, if need be), and Esper Charm are all well and dandy. If you choose to run any of these, with the kind of deck you're on, I would recommend choosing one of the 1 or 2 cost ones and running four, then run two copies of the 3-cost ones at max.

As for your enchantments, Sorin, Solemn Visitor, Sorin, Lord of Innistrad, or Elspeth, Sun's Champion, and Elspeth, Knight-Errant would all be better than True Conviction as they come down much faster (except Sun's Champion), are far easier to cast in a 3-color deck (W-Bla is much easier than WWW), they also give you creatures to flood the board.

The problem with Control Magic, is that it is far easier to get around than regular removal, but if you're adamant on stealing your opponent's toys, Entrancing Melody, Exert Influence for smaller creatures and Connive / Concoct which can double as rebuying a dead creature of yours, or Confiscation Coup paired with cards like Glimmer of Genius, Glint-Sleeve Siphoner, and Aether Hub. I recommend this because Control Magic can be destroyed by enchantment destruction effects adn let your opponent get their things back, especially if you don't have Privileged Position out, speaking of which

I wouldn't run it. Run more counterspells in its place. You don't want to broadcast the whole 'hit me, i'm setting up a hexproof Exquisite-Sanguine combo' and give them targets for their removal. You need to slam those things down and then protect them. Cryptic Command is amazing, and 3 is good enough. Depending on how your playgroup does with counterspells, og Counterspell, Mana Leak, Supreme Will, Ojutai's Command, Silumgar's Command, Negate, Essence Scatter, and Dissolve are all good. Arcane Denial if you want to be nice about it. You want to make them spend the mana on their way to answer your threats and then Dash Hopes (don't play that one, it's funny but not good). With Counterspells, you generally want to spend less mana on it than what you're countering, and they're better in multiplayer games than discard.

If you're playing 1v1 matches, you could go with discard effects over counterspells, but choose one or both. Cards like Duress, Thought Erasure, Divest, Harsh Scrutiny, Persecute, Arterial Flow (bonus points if you're playing with Twilight Prophet and friends with this one), Inquisition of Kozilek, Thoughtseize, Castigate, Blackmail, and Hymn to Tourach. You also have Kitesail Freebooter, Tidehollow Sculler, and Brain Maggot. From what you said with liking how your creatures take control, this is the route I would recommend for you, especially Kitesail Freebooters and Thought Erasures since one is a creature and the other can help fix your next draw step.

Once again, run Counterspells or Discard, and preferably counters in multiplayer. The simple reasoning is with discard you spend mana and resources and they don't spend mana and lose resources, counters you both spend mana and resources with you, preferably, spending less mana and quality of resources, and you don't want to tax your mana and resources doing both.

Don't run Riot Control. Don't do it. Run Eerie Interlude instead of Rootborn Defenses as it will trigger and enter the battlefield effects when your creatures come back and get you advantages that way.

Jace is cool, but run those Sorins and Elspeths I mentioned earlier instead, they fit better in your kind of deck.

Some way better creatures for you are Dragonlord Silumgar, Dragonlord Ojutai, Cloudblazer, Restoration Angel, Ravenous Chupacabra, Isareth the Awakener, Vona, Butcher of Magan, Nightveil Predator, Thalia, Heretic Cathar, Hostage Taker, Regal Caracal, Thraben Inspector, Noxious Gearhulk, Torrential Gearhulk, or Cataclysmic Gearhulk. There are so many options out there, and in the end it's your deck so you can make it however you would like. I hope this was at least a little bit of help.

Also, definitely find some room for Swords to Plowshares and Anguished Unmaking. Life is a resource and don't be afraid to spend a little bit or give your opponent some more if it means not letting them win or letting you win.

Njirk on Airborne Assault

3 weeks ago

@andriygoblin Thank you for the suggestions! Its about time I made some changes to the list.

After some testing it seems that Notion Rain and Thief of Sanity are too slow. I do think that the deck needs some way to generate card advantage after you dump your hand on the board. For now i will change Notion Rain for Curious Obsession. Curious Obsession seems like an overall better card for this deck. It's cheap, provides card advantage and pressures your opponent at the same time.

Dive Down is definitely a good card to consider. However, in the games I played board wipes were a much bigger threat than targeted removal. Kitesail Freebooter, Siren Stormtamer and Thought Erasure do a good job at keeping Lightning Strike and Assassin's Trophy at bay. For now I will put Dive Down in the sideboard and try out mainboard Lookout's Dispersal/Syncopate.

While Doom Whisperer is definitely a powerful card, I think its simply too slow for most matchups to justify putting it in the mainboard.

Stazeeee on Azban Control Post Rotation GRN

4 weeks ago

Updated the sideboard to be a bit more serious. Basically you bring in Kitesail Freebooter and Plaguecrafter against control. Otherwise you just fine tune which board wipes you want for the match ups. Phyrexian Scriptures if you want graveyard hate, Settle the Wreckage if you need exile, Ritual of Soot if they are playing cheap creatures/tokens, and so on. Oh also Plaguecrafter in against any deck that puts out creatures slowly (like angels, U/R drake).

Poaralion on

4 weeks ago

I'm not a big fan of Champion of Dusk with only 5 vampires in the deck. Ok, it makes you draw one if he is by himself but it's a weak effect for a 4/4 5 drop. If you want the draw effect, you can have Dusk Legion Zealot and if you need a big threat well the spot if free for Doom Whisperer and Twilight Prophet that you will add in the future.

Costly Plunder is a way to refund you critter in the late game. Kitesail Freebooter is a nice early drop, flying and prolly better than the rat early. The rat can get rid of the one card the op is holding for 15 turn but still. Demonlord Belzenlok is a big boi. Golden Demise is a brutal wrath against any token based deck. Vraska's Contempt is a must have when Teferi and Karn exist out there.

I hope this list will help you a bit !

wryguy87 on U/B - Pirates of Ravnica (GRN Standard)

1 month ago

As for Warkite Marauder, I've definitely been thinking about it!

Warkite is an option but when I was making this deck I decided that Fathom Fleet Captain and Dire Fleet Poisoner was a way more dangerous combination. The Captain's ability to create tokens is my ideal win condition and usually my opponent is really focused on killing it off with dual blockers. Against something like Green Stompy, there's a good chance my Captain will eventually be blocked and not even manage to kill something in the trade.

Dire Fleet Poisoner gives Fathom Fleet Captain the chance to create a 2/2 Menace Token AND kill two creatures at the same time with death touch. It makes the Captain way more intimidating than it already is. Plus, the Poisoner is really versatile since I can surprise flash it in on my opponent's turn as a blocker or just bring it in on their turn to avoid summoning sickness.

As for Becket Brass, she's definitely always in the back of my mind but I'm not ambitious enough to try a 3 color formula quite yet. Thanks for all your thoughts.

I actually may decide to swap out at least one Kitesail Freebooter with a Warkite Marauder. Time will tell.

Load more