Kitesail Freebooter

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Not legal in any format

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Ixalan (XLN) Uncommon

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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.

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Kitesail Freebooter Discussion

xoorath on Huatli: The only dino gyno I know...

21 minutes ago

Matchup against Ixalan budget aggro. Turn 4-5 win.

You roll 5, I roll 16. I'll be on the play.

My opening hand: 2x Forest, Attune with Aether, Inspiring Vantage, Charging Monstrosaur, Commune with Dinosaurs, Carnage Tyrant. Pretty slow, but there's action. I'll keep.

Your opening hand: Swamp, Mountain, Cartouche of Zeal, 2x Vicious Conquistador, Wily Goblin, Sword-Point Diplomacy. Keep.

T0, me: Play Forest, Attune with Aether for a Mountain.

T0 you: Draw Swamp, play it, cast Vicious Conquistador.

T1, me: Draw Savage Stomp. Play Inspiring Vantage, cast Commune with Dinosaurs. Finding 2x Aether Hub, Kinjalli's Sunwing, Commune with Dinosaurs, Ripjaw Raptor. I take Kinjalli's Sunwing.

T1, you: Draw Shock. Play Mountain, Vicious Conquistador, Cartouche of Zeal. Attack with both for 3, and an additional 2.

You: 20, Me: 15

T2, me: draw Forest, play Forest, cast Kinjalli's Sunwing.

T2, you: draw Dragonskull Summit, play it. Swing with both Vicious Conquistador. I block the one without the cartouche. You cast Shock, making it a trade. I take 2 and an additional 2.

You: 20, Me: 11

T3, me: draw Huatli, Warrior Poet. Might be good later if I survive. Play Mountain, pass.

T3, you: draw Mountain, play it. Cast Sword-Point Diplomacy, revealing 2x Dragonskull Summit, Cartouche of Zeal. I let you take all 3, they're not really a problem. You hold onto the cartouche incase you need to remove a blocker with it. You swing for 2 and an additional 1.

You: 20, Me: 8

T4, me: draw Forest, play it. Cast Charging Monstrosaur. No attacks, hoping you use the cartouche in hand to prevent blocks letting Savage Stomp 3 for 1 you.

T4, you: draw Unclaimed Territory. Play Dragonskull Summit. Cast Wily Goblin, getting a treasure. Cast Cartouche of Zeal on the goblin, making it so Charging Monstrosaur can't block. You swing with both for 4 and an additional 1.

You: 20, Me: 3

T5, me: draw Savage Stomp. Play Forest, cast Savage Stomp targeting Charging Monstrosaur and Vicious Conquistador; putting a +1/+1 counter on Charging Monstrosaur and killing Vicious Conquistador. I cast Huatli, Warrior Poet. I tick her up to gain 6.

T5, you: draw Wily Goblin. Play Dragonskull Summit, cast Wily Goblin.

You: 20, Me: 9

T6, me: Draw Drover of the Mighty. Swing with Charging Monstrosaur, you declare no blocks and take 5. Post-combat I play Carnage Tyrant, and tick up huatli to gain 7.

T6, you: Draw Lightning Strike. that's a little too late.... play Swamp, pass.

You: 20, Me: 16

T7, me: draw Attune with Aether. I cast Savage Stomp targeting Carnage Tyrant, and the Wily Goblin with a Cartouche of Zeal. I think about using huatli to shoot down the blocker, but forcing through one more damage to me seems less important than healing out of range for you to ever stabalize. I swing with the team. You take the damage and wait to see if I heal, if I do that you will scoop. Post-combat I tick up huatli to gain 8 life, you scoop.

Your opening hand seemed pretty strong, and you got super close (down to 3!); that Lightning Strike was just a bit late... The Wily Goblin's really didn't help though, a 1/1 without haste just wasn't worth it for the 1 gold you get. Vicious Conquistador was super good, basically a 2 power creature for 1 (not quite, but acted that way here). As expected, punisher cards like Sword-Point Diplomacy are very high variance. From my side of the table it looks like I just played a card that says "pay 0, tap 3 of your opponents lands, look at the top 3 cards of your opponents library. You can pay 3 life to get rid of any ones you care about". That to me is a pretty decent card, and it's taking up a slot in your deck instead of mine. Of course, once in a blue moon it will be nuts. Especially if your opponent is new and doesn't view their life total as a resource.

On my side of the table, of course Huatli, Warrior Poet was the MVP. Savage Stomp is also very strong, buffing my guys. Healing for 5, 6 or 7 a turn was outstanding against aggro. I also got the option of having a super high loalty planeswalker at that point who just shoot down threats or remove blockers with -X, or make dino's for 0. Every option on her helps me stabalize, which is exactly what my deck wants to do - get an unbeatable boardstate.

You'll be on the play.

Since you don't have a sideboard yet, I wont sideboard. But I would have brought in 1x Kinjalli's Sunwing, and 1x Settle the Wreckage and go down 1x Carnage Tyrant and 1x Charging Monstrosaur. I want your guys tapped as they come in, and be able to trade your guys for lands since you probably don't need a bunch of mana.

Your hand: Swamp, Cartouche of Zeal, Vicious Conquistador, Wanted Scoundrels, Wily Goblin, Shock, Captain Lannery Storm. One lander that doesn't put a creature out on turn 1? Mull to 6.

Your hand: Swamp, Mountain, Wily Goblin, Invigorated Rampage, Lightning Strike, Captain Lannery Storm. Not ideal, since you can only really cast Lightning Strike, but another mountain or dragonskull summit can bring all your cards online. At least you can remove a mana dork while you wait for that. Keep.

My hand: Forest, 3x Sunpetal Grove, Attune with Aether, Savage Stomp, Aether Hub. Nope. Mull to 6.

My hand: Aether Hub, Commune with Dinosaurs, Kinjalli's Sunwing, Samut, the Tested, Ripjaw Raptor. I can aether hub and commune for a land, then the hand is great. But if I fail to find a land then I'm stuck with one colorless mana. Let's see: 54 cards in library, 21 of which are lands. I'm on the draw so I get the top 6 cards and a scry to find a land? That's a %35-40ish chance any individual card will be a land? That feels good enouh, I'll try it and either regret it later or feel like a statistician god despite me being really bad at this.

You scry: Vicious Conquistador to the top.

I scry: Otepec Huntmaster to the bottom.

T0, you play Mountain.

T0, me: draw Attune with Aether. That will do. I play Aether Hub , cast Attune with Aether for Forest.

T1, you draw: Vicious Conquistador. Play mountain, play Vicious Conquistador.

T1, me: draw Forest, play it. I cast Commune with Dinosaurs, revealing 2x Aether Hub, Rootbound Crag, Commune with Dinosaurs, Forest. I take Rootbound Crag.

T2, you: draw Dragonskull Summit. Play it, cast Captain Lannery Storm. Swing for 3 and an additional 1. Make a treasure.

T2, me: draw Ripjaw Raptor. Play Rootbound Crag, cast Kinjalli's Sunwing.

You: 20, Me: 16

T3, you: draw Invigorated Rampage. You pay 2 for Wily Goblin, coming in tapped making a treasure. You swing with the team, making a treasure. You sacrifice two treasures for red, casting Lightning Strike on the Kinjalli's Sunwing before blocks. sacrifice another treasure for red, tapping the swamp to cast Invigorated Rampage pumping your team by 2 each. You hit for 7 and an additional 1.

T3, me: draw Rootbound Crag, play it. Cast Ripjaw Raptor.

You: 20, Me: 8

T4, you: draw Unclaimed Territory. Play it naming pirate. You want that ripjaw gone. Luckily having gold isn't so important with 4 mana out, so it's safe to swing with the team and pump whoever you have to. You swing with the team. I block Captain Lannery Storm. You cast Invigorated Rampage on her trading with the raptor, and trampling for 1. I draw Mountain on the enrage trigger. You hit me (including trample) for 3 and an additional 1.

T4, me: draw Carnage Tyrant. Play Forest. I get to pick between Kinjalli's Sunwing and Ripjaw Raptor for blocks. ripjaw can block more trample if you top deck another rampage type card, and Kinjalli's Sunwing can stop either current threat and haste. So I would die to Glorybringer if I play Ripjaw Raptor (for example), and die to another Invigorated Rampage if I play Kinjalli's Sunwing... hm. Well I haven't seen a glorybringer, and you've already played out two Invigorated Rampage. Seems more valid to be scared of Glorybringer or something else hasty. I cast Kinjalli's Sunwing.

You: 20, Me: 4

T5, you: draw Wanted Scoundrels, play it tapped. You don't want to lose a creature, but attacking now means Shock and Lightning Strike are both lethal top decks. You swing with the team, I block Vicious Conquistador. You hit me for 1 and an additional 1, Vicious Conquistador dies.

T5, me: draw Regisaur Alpha, sweet. I play Mountain and Regisaur Alpha making a 3/3 dino token.

You: 20, Me: 2

T6, you: draw Cartouche of Zeal. Hm, well haste doesn't matter so long as Kinjalli's Sunwing lives. But you can force bad blocks by pumping Wanted Scoundrels and making it so Regisaur Alpha can't block. You get to force me to decide if I want to lose my token, or double block and lose the sunwing. If I double block, it does get me treasure though, not sure if you care now that I have 6 lands out. If you swing with both, double blocking would put me at 1 which makes vicious conquistador another lethal top deck. I think that's the plan now, make every top-deck lethal. You cast Cartouche of Zeal on Wanted Scoundrels making it so Regisaur Alpha can't block. I double block the scoundrel's dropping to 1. Kinjalli's Sunwing and Wanted Scoundrels both die.

T6, me: draw Kinjalli's Caller, not a bad "free" blocker. I cast Kinjalli's Caller, Ripjaw Raptor, and sacrifice two gold and cast Samut, the Tested. I tick her up and give Regisaur Alpha double strike, swinging for 8.

You: 12, me: 1

T7, you: draw Wanted Scoundrels, play it.

T7, me: draw Regisaur Alpha. Cast Carnage Tyrant, Tick up Samut, the Tested and give Carnage Tyrant double strike. I attack with Regisaur Alpha, 3/3 dino token with trample, Ripjaw Raptor, and Carnage Tyrant with double strike. There's 25 damage if unblocked, you're at 12. Blocking the tramplers would only bring damage down to 21, so we have to block more profitably than that... Easiest is to block regisaur with wily - and then scoundrels blocks ripjaw... That prevents the most damage and is 17 damage unblocked. Yup, that's game. GG.

For reference your next draws were: Vicious Conquistador, Captain Lannery Storm, and Wily Goblin. Would have had to survive a whole extra turn for Vicious Conquistador to win after summoning sickness - but a few turns earlier could have made a big impact.

That game was even closer than the last. This time I was on the draw, didn't have lifegain, and still stabilized. I'm wondering if Bomat Courier could replace Wily Goblin (also reduces the need for double red), but it might not fit in your sweet budget list. Other than that, maybe you're just over-loaded on creature pump cards that require a creature in play to matter? I actually do like Sword-Point Diplomacy in your deck, even though I don't think it's a good card. I think in a budget list like this going high variance fun and conditionally powerful cards is the way to go. Things like the old Vexing Devil and Browbeat make for fun high flavor games even if they aren't good cards 70% of the time.

I was surprised to see you consistently remove Kinjalli's Sunwing, but it makes sense. It's so good against aggro, but it is a bit fragile. Might consider Authority of the Consuls in the sideboard instead of an extra sunwing, as it's a bit better against aggro and is harder to remove (especially because Duress and Kitesail Freebooter are so weak against dinos, they might be sided out / not come in.). Unsurprisingly Regisaur Alpha is super sweet. Getting two blockers when I need it and making my attackers have haste is crazy. It very well might have been the key to winning last game, as I wouldn't have been able to beef up my tyrant and win the turn I played him, and I would have played defensively if I hadn't first calculated lethal with you having no cards in hand.

Cool deck, going to upvote. Looking forward to see what you do in the sideboard. All I would change is getting rid of Wily Goblin, it's not very fun or powerful once resolved - so I don't think it fits in a budget list.

xoorath on Ixalan budget aggro. Turn 4-5 win.

39 minutes ago

"Let's see you try."

Don't mind if I do! Here's a game against my dino deck Huatli: The only dino gyno I know...

You roll 5, I roll 16. I'll be on the play.

My opening hand: 2x Forest, Attune with Aether, Inspiring Vantage, Charging Monstrosaur, Commune with Dinosaurs, Carnage Tyrant. Pretty slow, but there's action. I'll keep.

Your opening hand: Swamp, Mountain, Cartouche of Zeal, 2x Vicious Conquistador, Wily Goblin, Sword-Point Diplomacy. Keep.

T0, me: Play Forest, Attune with Aether for a Mountain.

T0 you: Draw Swamp, play it, cast Vicious Conquistador.

T1, me: Draw Savage Stomp. Play Inspiring Vantage, cast Commune with Dinosaurs. Finding 2x Aether Hub, Kinjalli's Sunwing, Commune with Dinosaurs, Ripjaw Raptor. I take Kinjalli's Sunwing.

T1, you: Draw Shock. Play Mountain, Vicious Conquistador, Cartouche of Zeal. Attack with both for 3, and an additional 2.

You: 20, Me: 15

T2, me: draw Forest, play Forest, cast Kinjalli's Sunwing.

T2, you: draw Dragonskull Summit, play it. Swing with both Vicious Conquistador. I block the one without the cartouche. You cast Shock, making it a trade. I take 2 and an additional 2.

You: 20, Me: 11

T3, me: draw Huatli, Warrior Poet. Might be good later if I survive. Play Mountain, pass.

T3, you: draw Mountain, play it. Cast Sword-Point Diplomacy, revealing 2x Dragonskull Summit, Cartouche of Zeal. I let you take all 3, they're not really a problem. You hold onto the cartouche incase you need to remove a blocker with it. You swing for 2 and an additional 1.

You: 20, Me: 8

T4, me: draw Forest, play it. Cast Charging Monstrosaur. No attacks, hoping you use the cartouche in hand to prevent blocks letting Savage Stomp 3 for 1 you.

T4, you: draw Unclaimed Territory. Play Dragonskull Summit. Cast Wily Goblin, getting a treasure. Cast Cartouche of Zeal on the goblin, making it so Charging Monstrosaur can't block. You swing with both for 4 and an additional 1.

You: 20, Me: 3

T5, me: draw Savage Stomp. Play Forest, cast Savage Stomp targeting Charging Monstrosaur and Vicious Conquistador; putting a +1/+1 counter on Charging Monstrosaur and killing Vicious Conquistador. I cast Huatli, Warrior Poet. I tick her up to gain 6.

T5, you: draw Wily Goblin. Play Dragonskull Summit, cast Wily Goblin.

You: 20, Me: 9

T6, me: Draw Drover of the Mighty. Swing with Charging Monstrosaur, you declare no blocks and take 5. Post-combat I play Carnage Tyrant, and tick up huatli to gain 7.

T6, you: Draw Lightning Strike. that's a little too late.... play Swamp, pass.

You: 20, Me: 16

T7, me: draw Attune with Aether. I cast Savage Stomp targeting Carnage Tyrant, and the Wily Goblin with a Cartouche of Zeal. I think about using huatli to shoot down the blocker, but forcing through one more damage to me seems less important than healing out of range for you to ever stabalize. I swing with the team. You take the damage and wait to see if I heal, if I do that you will scoop. Post-combat I tick up huatli to gain 8 life, you scoop.

Your opening hand seemed pretty strong, and you got super close (down to 3!); that Lightning Strike was just a bit late... The Wily Goblin's really didn't help though, a 1/1 without haste just wasn't worth it for the 1 gold you get. Vicious Conquistador was super good, basically a 2 power creature for 1 (not quite, but acted that way here). As expected, punisher cards like Sword-Point Diplomacy are very high variance. From my side of the table it looks like I just played a card that says "pay 0, tap 3 of your opponents lands, look at the top 3 cards of your opponents library. You can pay 3 life to get rid of any ones you care about". That to me is a pretty decent card, and it's taking up a slot in your deck instead of mine. Of course, once in a blue moon it will be nuts. Especially if your opponent is new and doesn't view their life total as a resource.

On my side of the table, of course Huatli, Warrior Poet was the MVP. Savage Stomp is also very strong, buffing my guys. Healing for 5, 6 or 7 a turn was outstanding against aggro. I also got the option of having a super high loalty planeswalker at that point who just shoot down threats or remove blockers with -X, or make dino's for 0. Every option on her helps me stabalize, which is exactly what my deck wants to do - get an unbeatable boardstate.

You'll be on the play.

Since you don't have a sideboard yet, I wont sideboard. But I would have brought in 1x Kinjalli's Sunwing, and 1x Settle the Wreckage and go down 1x Carnage Tyrant and 1x Charging Monstrosaur. I want your guys tapped as they come in, and be able to trade your guys for lands since you probably don't need a bunch of mana.

Your hand: Swamp, Cartouche of Zeal, Vicious Conquistador, Wanted Scoundrels, Wily Goblin, Shock, Captain Lannery Storm. One lander that doesn't put a creature out on turn 1? Mull to 6.

Your hand: Swamp, Mountain, Wily Goblin, Invigorated Rampage, Lightning Strike, Captain Lannery Storm. Not ideal, since you can only really cast Lightning Strike, but another mountain or dragonskull summit can bring all your cards online. At least you can remove a mana dork while you wait for that. Keep.

My hand: Forest, 3x Sunpetal Grove, Attune with Aether, Savage Stomp, Aether Hub. Nope. Mull to 6.

My hand: Aether Hub, Commune with Dinosaurs, Kinjalli's Sunwing, Samut, the Tested, Ripjaw Raptor. I can aether hub and commune for a land, then the hand is great. But if I fail to find a land then I'm stuck with one colorless mana. Let's see: 54 cards in library, 21 of which are lands. I'm on the draw so I get the top 6 cards and a scry to find a land? That's a %35-40ish chance any individual card will be a land? That feels good enouh, I'll try it and either regret it later or feel like a statistician god despite me being really bad at this.

You scry: Vicious Conquistador to the top.

I scry: Otepec Huntmaster to the bottom.

T0, you play Mountain.

T0, me: draw Attune with Aether. That will do. I play Aether Hub , cast Attune with Aether for Forest.

T1, you draw: Vicious Conquistador. Play mountain, play Vicious Conquistador.

T1, me: draw Forest, play it. I cast Commune with Dinosaurs, revealing 2x Aether Hub, Rootbound Crag, Commune with Dinosaurs, Forest. I take Rootbound Crag.

T2, you: draw Dragonskull Summit. Play it, cast Captain Lannery Storm. Swing for 3 and an additional 1. Make a treasure.

T2, me: draw Ripjaw Raptor. Play Rootbound Crag, cast Kinjalli's Sunwing.

You: 20, Me: 16

T3, you: draw Invigorated Rampage. You pay 2 for Wily Goblin, coming in tapped making a treasure. You swing with the team, making a treasure. You sacrifice two treasures for red, casting Lightning Strike on the Kinjalli's Sunwing before blocks. sacrifice another treasure for red, tapping the swamp to cast Invigorated Rampage pumping your team by 2 each. You hit for 7 and an additional 1.

T3, me: draw Rootbound Crag, play it. Cast Ripjaw Raptor.

You: 20, Me: 8

T4, you: draw Unclaimed Territory. Play it naming pirate. You want that ripjaw gone. Luckily having gold isn't so important with 4 mana out, so it's safe to swing with the team and pump whoever you have to. You swing with the team. I block Captain Lannery Storm. You cast Invigorated Rampage on her trading with the raptor, and trampling for 1. I draw Mountain on the enrage trigger. You hit me (including trample) for 3 and an additional 1.

T4, me: draw Carnage Tyrant. Play Forest. I get to pick between Kinjalli's Sunwing and Ripjaw Raptor for blocks. ripjaw can block more trample if you top deck another rampage type card, and Kinjalli's Sunwing can stop either current threat and haste. So I would die to Glorybringer if I play Ripjaw Raptor (for example), and die to another Invigorated Rampage if I play Kinjalli's Sunwing... hm. Well I haven't seen a glorybringer, and you've already played out two Invigorated Rampage. Seems more valid to be scared of Glorybringer or something else hasty. I cast Kinjalli's Sunwing.

You: 20, Me: 4

T5, you: draw Wanted Scoundrels, play it tapped. You don't want to lose a creature, but attacking now means Shock and Lightning Strike are both lethal top decks. You swing with the team, I block Vicious Conquistador. You hit me for 1 and an additional 1, Vicious Conquistador dies.

T5, me: draw Regisaur Alpha, sweet. I play Mountain and Regisaur Alpha making a 3/3 dino token.

You: 20, Me: 2

T6, you: draw Cartouche of Zeal. Hm, well haste doesn't matter so long as Kinjalli's Sunwing lives. But you can force bad blocks by pumping Wanted Scoundrels and making it so Regisaur Alpha can't block. You get to force me to decide if I want to lose my token, or double block and lose the sunwing. If I double block, it does get me treasure though, not sure if you care now that I have 6 lands out. If you swing with both, double blocking would put me at 1 which makes vicious conquistador another lethal top deck. I think that's the plan now, make every top-deck lethal. You cast Cartouche of Zeal on Wanted Scoundrels making it so Regisaur Alpha can't block. I double block the scoundrel's dropping to 1. Kinjalli's Sunwing and Wanted Scoundrels both die. I get

T6, me: draw Kinjalli's Caller, not a bad "free" blocker. I cast Kinjalli's Caller, Ripjaw Raptor, and sacrifice two gold and cast Samut, the Tested. I tick her up and give Regisaur Alpha double strike, swinging for 8.

You: 12, me: 1

T7, you: draw Wanted Scoundrels, play it.

T7, me: draw Regisaur Alpha. Cast Carnage Tyrant, Tick up Samut, the Tested and give Carnage Tyrant double strike. I attack with Regisaur Alpha, 3/3 dino token with trample, Ripjaw Raptor, and Carnage Tyrant with double strike. There's 25 damage if unblocked, you're at 12. Blocking the tramplers would only bring damage down to 21, so we have to block more profitably than that... Easiest is to block regisaur with wily - and then scoundrels blocks ripjaw... That prevents the most damage and is 17 damage unblocked. Yup, that's game. GG.

For reference your next draws were: Vicious Conquistador, Captain Lannery Storm, and Wily Goblin. Would have had to survive a whole extra turn for Vicious Conquistador to win after summoning sickness - but a few turns earlier could have made a big impact.

That game was even closer to the last. This time I was on the draw, didn't have lifegain, and still stabilized. I'm wondering if Bomat Courier could replace Wily Goblin (also reduces the need for double red), but it might not fit in your sweet budget list. Other than that, maybe you're just over-loaded on creature pump cards that require a creature in play to matter? I actually do like Sword-Point Diplomacy in your deck, even though I don't think it's a good card. I think in a budget list like this going high variance fun and conditionally powerful cards is the way to go. Things like the old Vexing Devil and Browbeat make for fun high flavor games even if they aren't good cards 70% of the time.

I was surprised to see you consistently remove Kinjalli's Sunwing, but it makes sense. It's so good against aggro, but it is a bit fragile. Might consider Authority of the Consuls in the sideboard instead of an extra sunwing, as it's a bit better against aggro and is harder to remove (especially because Duress and Kitesail Freebooter are so weak against dinos, they might be sided out / not come in.). Unsurprisingly Regisaur Alpha is super sweet. Getting two blockers when I need it and making my attackers have haste is crazy. It very well might have been the key to winning last game, as I wouldn't have been able to beef up my tyrant and win the turn I played him, and I would have played defensively if I hadn't first calculated lethal with you having no cards in hand.

Cool deck, going to upvote. Looking forward to see what you do in the sideboard. All I would change is getting rid of Wily Goblin, it's not very fun or powerful once resolved - so I don't think it fits in a budget list.

Illuminate21 on XLN - UB Master Control

13 hours ago

Orxel Thx for the suggestion! I haven't actually thought about Deadeye Tracker, and I guess it could work, however it presides some restrictions that other cards don't have. With my creatures that are meant to ping the opponent; Gifted Aetherborn and originally Kitesail Freebooter, they are able to apply early pressure, while also being POSSIBLY relevant in the late game. Deadeye Tracker requires some building up to be useful for both early and late game. It also needs cards in the opponents graveyard, although it has the bonus if they are playing a deck that focuses on their graveyard.

When it comes to the cards being swapped, Censor is gives us both a counterspell and draw effect, acted like a baby brother to Supreme Will. Taking out Torrential Gearhulk doesn't seem to good either, since you would be taking out 2 of the 7 wincons in the deck. In my eyes, thee is nothing that can even try to replace the Gearhulk, especially since it canb flash back a Spell Swindle, possibly winning the game the next turn.

Despite all that, I might still try testing out the Deadeye Tracker, to see how efficiently it plays, although I don't think its right for this deck.

I might take a couple of days, but I think I'm going to make a more detailed description, regarding some odd cards (Evolving Wilds) and just in general, why and how I play the deck.

Soz for the large comment x

DarDar17 on Rakdos pirates

17 hours ago

smartitude thanks for the suggestions! I'll replace two Ruin Raiders with two Kitesail Freebooters. I'm not sure what to cut for Claim//Fame though.

Argy on Ahoy, Me Hearties!

17 hours ago

Countermage I want to thank you for your suggestion to run Kitesail Freebooter

I have done so and it has really lifted the deck.

Hobbez9186 on Torment of all Hands

17 hours ago

The only problem is that the current Standard rotates in a week and there are a lot of changes that will need to happen. Otherwise, obviously this is sweet.

Dreamstealer is awesome. It does pull early removal which is fine, if it doesn't the discard is relevant and it can be used to chump a fatty. Once it dies, Eternalizing it as a 4/4 Menace for 6 has actually won me games. It pairs very nicely with the Scarab Curse because if your opponent tries to hold onto cards to discard and avoid the Curse damage they can't. That one has definitely closed out games. I run a full set and it's a great card. I don't typically run it out on turn 3 though because you want to use your mana for direct disruption through the early turns, but once your opponent is down to 1 or 2 cards it's amazing. Slow and painful. I am going to be moving it to the sideboard because I am losing his friend Distended Mindbender which was my favorite turn 3 into turn 4 play. I think it will pair well with the new Raiders' Wake and it is part of my new Sideboard strategy.

Kitesail Freebooter is part of that alternate strategy too when Ixalan comes. I had a black deck back in Theros that didn't focus on discard specifically, but I absolutely ran a full set of Brain Maggot because it's a great effect that gives you useful information. I like that it's on a body because it basically rips off a card and then burns a second card that they have to use to kill it to get it back, or it can be used to stop damage from a big attack. Incredibly useful.

If you plan on replacing Ob Nix with some other form of card draw, I'd recommend Sword-Point Diplomacy which pairs very well with Yahenni's Expertise since you can 2-for-1 and the payoff is awesome. The only other real draw mechanics right now are very underwhelming compared to Diplomacy. Painful Lesson guarantees 2 cards for 2 life and 3 mana, but it's not very exciting. Arguel's Blood Fast is repeatable, but unless you also run something like Noxious Gearhulk it probably will get you killed. There are a few Tutors, but they are all way too high cost. Razaketh is interesting and I've thought about building around him but you'd have to have more creatures.

The only other consideration is Duress over Lay Bare the Heart. Lay Bare is sweet, but it can't hit planeswalkers anymore. It can hit creatures (that aren't Legendary), but Harsh Scrutiny does that for less mana and lets you scry. I think having one cost hand disruption is better overall because you can peel apart a good hand by doing it more than once a turn starting on turn 2. I think either a full set of Duress and Scrutiny or an even mix of all 3 cards would be better. Either way, everyone plays creatures (except us lol) so I think Scrutiny pretty much has to be a full 4. The information is just too valuable. Doomfall is great too, it's just so flexible and again works well with Expertise. Imagine wiping out a whole army of smaller creatures and your opponent being left with one big creature or a few valuable creatures. Just Doomfall afterwards with the free cast and make them Exile a creature after their chumpers get blown away. I like that when you use it to attack the hand you are far less restricted as well.

Anyway, that's just my two cents. I read the comments where you were considering some of these cards and I wanted to further explain their usefulness. My discard deck is very successful and very fun. For me. My friends don't share that feeling lol. I've run into a few Blue decks that seems to have even more answers than I do sometimes, but that's about the only struggle I've had at all. If you play multiplayer games at all too remember that Torment of Hailfire hits all opponents. You said in your description that it can "really ruin one opponent", but it can really ruin everyone, lol.

Good luck to you, it's good to see another fan of classic black discard. Long live The Rack ;)

Argy on Ahoy, Me Hearties!

18 hours ago

My land issue had a lot to do with whether or not I needed one more Creature to Crew Vehicles.

After extensive playtesting with StuBi it turns out that the number of Creatures is fine.

Especially since Cradle of the Accursed has been added to the deck.

I'm reluctant to put Scrapheap Scrounger in this deck due to the fact that there are now so many cards around that Exile Creatures, or empty graveyards.

I also prefer what the other 2 drops have to offer.

Last night I sat down and had a big think about whether to use Storm Fleet Aerialist or Kitesail Freebooter.

So it's timely that you mention the option.

In playtesting the Freebooter has been SO good. Swallowing a card and seeing an opening hand is fairly hard to beat.

I agree that a 2/3 Flyer on Turn 2 is brilliant ... but you can't guarantee that will happen.

If it doesn't, you're left with a 1/2 Flyer, when you COULD have had a 1/2 Flyer that swallowed a card.

This deck has a Control feel when playing it. It's going for a long haul win, rather than a speedy one.

Thanks for the suggestions. I will keep them in mind if something just isn't working for this deck at FNM.

xoorath on Huatli: The only dino gyno I know...

19 hours ago

Matchup against Treasure Production Control

Here's how it went:

Game one, treasure production control versus huatli: the only dino gyno I know...

You roll 2, I roll 5. I'll be on the play.

My hand: Forest, Inspiring Vantage, Kinjalli's Caller, 2x Attune with Aether, Otepec Huntmaster, Drover of the Mighty. No action, but I can get lands out of my deck. Seems okay. Keep.

Your hand: Island, Drowned Catacomb, Siren Stormtamer, Opt, Kitesail Freebooter, Disallow, Cartouche of Knowledge. Seems legit, keep.

T0, me: Forest, Attune with Aether for another Forest.T0, you: draw Opt. Play Island and Siren Stormtamer.

Me: 20 +2e, You: 20

T1, me: Draw Plains. Play Inspiring Vantage, Kinjalli's Caller, and cast Attune with Aether finding a mountain.T1, you: Draw Swamp. Play Swamp, cast Kitesail Freebooter. Nothing to exile... oh well, we know the opponent is flooded. Swing with siren for 1.

Me: 19 +4e, You: 20

T2, me: draw Commune with Dinosaurs, casting it. Revealing Commune with Dinosaurs, 2x Drover of the Mighty, and two lands. Ouch, at least those are gone from the top. I take Aether Hub. Play Forest and Drover of the Mighty.T2, you: draw Island. Play Drowned Catacomb. Let's hold this Disallow up since there's a potential 5 drop dino comming. We'll dig for action when we have enough mana to deny our opponent action and dig. We swing for two in the air.

Me: 17 +4e, you: 20

T3, me: Draw Charging Monstrosaur. I'd love to windmill slam this, but there's 3 mana up, and 2 damage in the air isn't really a problem. Let's see if they tap out for something. Play Aether Hub, and get in with Drover of the Mighty for 1. Post combat, play Otepec Huntmaster.T3, you: Draw Captain Lannery Storm. Finally some gold action, but no way to cast her yet. Let's play Island, swing for two and wait to play Opt at end of turn looking for action or more control.

Me: 15 +4e, You: 19

T3, me: Draw Regisaur Alpha, sweet. Let's see if you tap out for removal now that damage is symetric. I swing for two, you don't dig for removal since you're ahead you just take symetric beats and hold up a counter. Post combat I play Regisaur Alpha. In response you cast Opt seeing if there's a better response than Disallow. You find Drowned Catacomb and put it to the bottom, drawing Spell Pierce. You cast Disallow, countering Regisaur Alpha. I play a Mountain and pass. T3, you: Draw Captain Lannery Storm. You cast Opt hoping for a red source. You reveal Dragonskull Summit and play it. Casting Captain Lannery Storm, leaving up one blue for Spell Pierce in case it matters. You swing for 4, and make a treasure. I block Captain Lannery Storm with Kinjalli's Caller, taking 2.

Me: 13 +4e, you: 17

T4, me: draw Rootbound Crag. Not what I wanted. I play it and cast Charging Monstrosaur. I swing with it, Otepec Huntmaster, and drover of the mighty. You have no response and take 9.T4, you: draw Swamp. Yeah, that wont kill a dino. Hm. You play swamp. Pay two for Cartouche of Knowledge on Captain Lannery Storm. This draws you another Dragonskull Summit. You need to block something to survive, and best case scenario has you killing the dino. You decide the plan will be to get in with the lannery storm in hand, use the other lannery storm with the cartouche to block the dino and sacrafice two treasures to pump her up and trade with the dino. You still take trample, but there's no other way to kill it with just one creature currently. You cast Captain Lannery Storm, and have her swing for 2 getting a treasure. I block with Kinjalli's Caller.

Me: 13 +4e, you: 8

T5, me: draw Sunpetal Grove, playing it. I see the Captain Lannery Storm play, but since I have no other action, and you could decide to chump drover killing him too (once there's no more dino in play), I decide to hold onto my boardstate. Pass.T5, you: Draw Swamp, play Dragonskull Summit. Sweet, now you don't have to trade with the cartouche'd Captain Lannery Storm since you'll have 3 treasure to sac when chumping. You swing with Captain Lannery Storm and Siren Stormtamer. You think so long as you have Kitesail Freebooter up, it should be good enough to chump and live another turn if things go sideways. All damage is flying, no blocks. I take 4.

Me: 9 +4e, you: 8

T6, me: Draw Rootbound Crag and play it. I notice you'll have leathal in the air next turn if you make two treasures and sacrafice it all. I swing with Charging Monstrosaur. and Drover of the Mighty. You want to stay out of Lightning Strike range, so you can take 4 damage. So you think about the plan where you kill Charging Monstrosaur, but that takes out your win condition next turn. If you block enough damage to stay out of Lightning Strike range, it means losing Kitesail Freebooter and Captain Lannery Storm, putting the opponent down to 1. Unless they cast a spell we can Spell Swindle. You decide the risk of me having two Lightning Strike's in hand (one can be countered) is a pretty low risk. You block Drover of the Mighty with Captain Lannery Storm and take 5.T6, you: draw Metallic Mimic. Play Swamp and swing all in. Before damage you sacrafice all the treasure for blue, making damage lethal. GG.

So that was a close match. We were both lacking a bit of action, but your deck found a way to dig to cast those lannery storms which is nice. Holding up counterspells for what you care about was great. My deck got pretty badly flooded, but I knew that was a risk when I kept the hand. Having only two dino's probably wont survive against control, so I'll keep that in mind on the following games.

You bring in 3x Essence Scatter, going down 2x Spell Pierce and a Disallow for that. (countering an ETB trigger is worse than countering the creature it comes on, in this matchup). Fatal Push for the mana dorks would be nice, but it's a bad late game draw which seems to matter here. Let's just run it like that.

I bring in 2x Prowling Serpopard, going down 1x Kinjalli's Sunwing, 1x Charging Monstrosaur. Tempted to bring in Cast Out, but decide not to.

I lost, I'll be on the play.

My hand: Forest, Sunpetal Grove, Drover of the Mighty, Savage Stomp, Ripjaw Raptor, Regisaur Alpha, Carnage Tyrant. Just need one more land to function, sounds fine.

Your hand: Island, Essence Scatter, Metallic Mimic, Disallow, Mechanized Production, Deadeye Plunderers, Herald of Anguish. Can't do a one lander. Mull to 6.

Your hand: Island, Siren Stormtamer, Siren Stormtamer, Opt, Essence Scatter, Unlicensed Disintegration. Tempting, but so many cards are dead if we don't get another land. Mull to 5.

Your hand: 2x Island, Drowned Catacomb, Siren Stormtamer, Metallic Mimic. fine, keep. scry: Herald of Anguish to the bottom.

T0, me: Forest, go.T0, you: Draw Prying Blade. The plan will be mimc naming pirate then cast stormcaller, so let's just play Island and Prying Blade. Go.

T1, me: Draw Samut, the Tested. Play Sunpetal Grove, cast Drover of the Mighty.T1, you: draw Supreme Will decent... Play Drowned Catacomb, cast Metallic Mimic naming pirate.

T2, me: draw Rootbound Crag sweet. Play that, cast Ripjaw Raptor. Go.T2, you: draw Swamp. Play it, cast Siren Stormtamer. Can't cast Supreme Will anyways, so equip Siren Stormtamer with Prying Blade.

T3, me: draw Savage Stomp. Let's get samut down while you're tapped out. Play Samut, the Tested. Tick her up giving Ripjaw Raptor double strike. Swing with Ripjaw Raptor. You can't do much about that and take 8.T3, you: draw Swamp. Play Swamp.

Me: 20, You: 12

T4, me: draw Ripjaw Raptor. Cast Savage Stomp targeting Ripjaw Raptor and metalic mimic. You play Supreme Will hoping to at least tap me down. I don't pay the cost. I cast the other Savage Stomp doing the same. You begrudgingly sacrafice Siren Stormtamer to counter that. I tick up samut giving Drover of the Mighty double strike. I swing with the team. You block Drover of the Mighty taking 7.T4, you: draw Spell Swindle, scoop.

Having to mull for mana really killed you that game. Not having as much or more action than a midrange deck makes it pretty tough.

Your hand: Island, Dragonskull Summit, Metallic Mimic, Cartouche of Knowledge, Supreme Will, 2 Kitesail Freebooter. Keep.

My hand: Sunpetal Grove, Aether Hub, Kinjalli's Sunwing, 2 Kinjalli's Caller, Ripjaw Raptor. Seems okay, keep.

T0, You: Play Dragonskull Summit tapped.T0, me: Draw Inspiring Vantage. Play it, play Kinjalli's Caller.

T1, you: Draw Drowned Catacomb. Play Island, play Kitesail Freebooter. Take nothing.T1, me: Draw Drover of the Mighty. Play Aether Hub, cast Kinjalli's Sunwing. Drover could fix for green, but I don't want to risk fatal push and lose my only energy, setting me back a turn. I'll wait.

T2, you: draw Opt. Play Drowned Catacomb, play Metallic Mimic naming pirate. hold up blue mana for EOT opt.T2, me: draw Savage Stomp. Play Sunpetal Grove tapped. Cast Savage Stomp targeting Kinjalli's Sunwing and Metallic Mimic, killing mimic and putting a +1/+1 counter on the sunwing. Swing with Kinjalli's Sunwing for 3 (noting it's taken 2 damage, should still survive if you block). You declare no blocks, taking 3. Post combat I play Kinjalli's Caller. EOT you play Opt, putting Mechanized Production on the bottom drawing Swamp.

Me: 20 +1e, You: 17

T3, you: draw Siren Stormtamer, play Swamp, cast Siren Stormtamer tapped. Pass the turn leaving up supreme will.T3, me: draw Carnage Tyrant. I see 3 mana up expecting a counter. I move to combat, swinging for 3 in the air. You take 3. Postcombat I play Drover of the Mighty. You let it resolve, keeping Supreme Will for a possible ripjaw, regisaur, or monstrosaur later, since you only have one counter.

me: 20 +1e, you: 14

T4, you: draw Island, play it. Pay two for Kitesail Freebooter to see if the coast is clear. You take nothing and see the Carnage Tyrant, so that sucks - but at least supreme will can dig for an answer. You're not sure there's anything in the deck that can answer it except blockers, but we'll play this through.T4, me: draw Carnage Tyrant. Well, no surprises now. I wont be able to surprise attack with a hastey one next turn, so I might as well throw him down. I move to combat, swinging for 3. No blocks. Post combat, play Carnage Tyrant. EOT you supreme will, spotting Spell Swindle, Herald of Anguish and two lands. You take Herald of Anguish hoping to dop deck a land, survive one turn, and use him and something else to block the tyrant....

me: 20 +1e, you: 11

T5, you: draw Herald of Anguish. not good. Play Cartouche of Knowledge on a Kitesail Freebooter, drawing Disallow. I think the only line now is to top deck a Spell Swindle next turn and somehow hit something big enough to let you cast both heralds? Even then we need removal for Kinjalli's Sunwing or they come into play tapped. So we need a ton of things to go right - let's try our best.

T5, me: draw Prowling Serpopard. swing with Kinjalli's Sunwing, Drover of the Mighty, and Carnage Tyrant. Let's double block with Kitesail Freebooter's on the Kinjalli's Sunwing, Siren Stormtamer chumps Drover of the Mighty. Take 7, Siren Stormtamer and the Kitesail Freebooter with the cartouche die. Post combat I play Carnage Tyrant number 2, you scoop.

I think Bontu's Last Reckoning in the sideboard could have helped you stabalize, and maybe Doomfall. I think Kitesail Freebooter is a sweet card, but against such a creature heavy deck, she's just a 1/2 flier for 2 most of the time. Disallow seems versitile, but I'd keep an eye out how often you would use it over a negate. Herald of Anguish also seems nuts when you have treasure and equipment out, but when he's on his own he doesn't seem very good. I wouldn't go so far as to call him a win more card, but I just don't think he's good enough in a vaccume to be played in a deck with so many spells and creatures that don't generate artifacts. The synergy is there, but it doesn't feel very strong.

Anyways, cool deck man. Might be hard to edge out a midrange creature deck like naya dino's, but with some tweaking I think it could reliably be done - so long as it's a big enough slice of the meta to fight using your sideboard.

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