|Commander / EDH||Legal|
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Creature — Human Pirate
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
20 hours ago
@KazicGreyhelm Thanks for the huge amount of info. I agree 100% I should add some dual lands, especially Submerged Boneyard, it's a very cheap card so fits the budget easily.
Fatal Push is far to expensive for the budget I have in mind. Same goes for disallow, I have the cards in my possession but want to restrict my self budget wise with this deck.
About Walk the Plank, I also really like the fact it is just 2 . But I do agree the Sorcery speed is not up to par with instant speed most of the time and Essence Extraction is just not deadly to everything, So I have it in my sideboard just in case I have to deal with a lot of rather small creatures. Hour of Glory Is a very viable option though, I will have to keep that one in mind during play testing this deck. Although it's twice as expensive to cast, it is at instant speed and could take more cards down with it.
Supreme Will Is something I've overlooked I think. For 1 more mana you can be for more sure you actually counter something and it is a small tutor if you're in very dire need of a particular card.
Thanks for all the advise and your time. Never playing control and then building a deck for it is quite a daunting task, I guess that is true for every type of deck you normally never play. I will update my deck list when I've made of modifications and playtested it a bit
3 days ago
I have many things to say about this.
First, If you don't want to buy Drowned Catacomb and Fetid Pools then you should at least invest in some Submerged Boneyard because duallands are better than basics; especially if there are color intensive spells such as Walk the Plank. Also, utility lands such as Ipnu Rivulet, Ifnir Deadlands or Field of Ruin would not be bad.
Second, on the subject of walk the plank, I am not a fan of the card. Instant speed removal will always be superior in my eyes. Fatal Push is clearly good and Essence Extraction is decent to throw into the mainboard despite not being hard-removal. I understand that walk the plank is basically unconditional removal, but i would rather have Hour of Glory than Walk the Plank. There is a consideration for cards such as Never / Return to deal with the likes of planeswalkers. The main problem I have with sorcery removal is that it conflicts with holding up counterspells.
Third, I am not a fan of Censor as it is not a great counterspell. I still play a couple of them, but not 4. Supreme Will is not expensive and is a nice flexible card. Commit / Memory is not exactly a counterspell, but it is a very flexible card that would not be a bad inclusion. And you can assume I wouldn't leave the point on counterspells without mentioning that Disallow is amazing and expensive.
Forth, there are to many creatures in the deck for my tastes. Kitesail Freebooter is a nice card in the control mirror, but it is more of a sideboard card unless you are playing a tempo deck. I don't see the point of Siren Stormtamer putting the opponent in a tough spot early on, it provides about as little pressure as possible and is generally ignorable for majority of the game.
Fifth, Hieroglyphic Illumination is a good card and Glimmer of Genius is better. I play both in my deck as 3 of glimmer and 2 of illumination. You could also sneak in a copy of Pull from Tomorrow into the deck, it is great in the late-game.
Lastly, take out One With the Wind. I understand it might work with the creatures in the deck, but it would be better for you to have more removal in the deck.
I have played control for years and have won many fnms and gamedays with it, so I feel entitled to say I have an idea of what I'm talking about. My deck runs 25 lands, 8 card draw spells, 9 removal spells, 12 counterspells and 6 threats. Keep in mind my deck is expensive and has Torrential Gearhulk and The Scarab God as threats.
3 days ago
Greetings fellow reanimator! We have some bad matchups in meta... ramunap red (hyper agro), heavy control, and the always solid temur energy.
Sideboard for 2 of the 3 mainboard for the other.
Tips for these matchups. Hyper agro requires a consistent 1 drop removal, and 3 drop sweeper to setup turn 4 gpg pain. Temur requires a way to kill bristling hydra. Destroy sweepers like Fumigate or my preference, hand control Harsh Scrutiny. Control requires hand control to protect your stuff. Duress Gonti, Lord of Luxury Kitesail Freebooter Dreamstealer are all good options.artifact hate like Dispossess Abrade and By Force are for the mirror match.
How you choose to set that up will be based on your meta.
Notes on the main deck... Metalwork Colossus does not get cheaper from gearhulks, only your G-PG(its noncreature artifact)... and furthermore G-PG only brings him back as a 4/4 with no cool ETB, so i dont think he really works here... esecially since he has his own recursion from Gy. I am just not a fan of madcap at all. I would rather dig for a refurbish. When i played with madcap it lost me the game a few times so I took it out and never looked back. You should also run a minimum of 24 lands(missing a land drop with this deck, hell, in this meta is generally a loss... especially with our average cmc around 4.
My opinion, mardu gearhulk reanimator is weaker with G-PG(your creatures come in with minuses essentially). That is why i use Liliana, Death's Majesty. You can view my version(s) in my profile if you would like.
Hope this helps.
4 days ago
I really don't think you want Rigging Runner in your deck. A 1/1 for 1 without evasion is not a card you wanna be playing, and playing it turn 2 or 3 for the +1/+1 counter is not what you want at all. I just see an opponent playing turn 3 Bristling Hydra and you just being buried under it. Kitesail Freebooter would be better with it's ability to either eat a removal spell or steal a PW or board wipe. It helps your Beckett Brass stick around as well. Plus, your 1 drop spot is very full.
4 days ago
My main suggestion would be Kitesail Freebooter, It's just a really good card most of the time and can prevent a ton of issues. +1
5 days ago
K1ngr3ese Hey thanks for the thoughts, definitely a lot going on there.
My favorite suggestion was Kitesail Freebooter as I've gotten wrecked by this card before and the plays it can make against hard removal decks are great. Also, it has an ETB trigger so that's great.
Scrap Trawler is definitely an interesting idea, I'm not totally against it but I don't really know how I would use it unless I planned on returning Foundry Inspector after it got burned or something.
Yeah, you won't really get the feel for how useful Supernatural Stamina is because its super situational. Its amazing at dodging removal for key peices of the puzzle, but you have to have the peices in play, have the mana to play it, and have the enemy kill a creature with control so the stars have to align but when they do its glorious.
Sweltering Suns is definitely an option, I really love that card. I just have a big concern with the double red mana requirement, I doubt I'll really ever be able to play it on turn three.
Also, removing red from the deck just isn't an option since combustible keeps the engine going and cathartic reunion is a major peice of the puzzle. However, I have considered cutting the white but I've gotten turn 4 gearhulks before and its just too much to pass up.
6 days ago
I can see it is pretty straight forward. Problems I had when play testing
Consistency. You are trying to break ETB triggers, I would say 4 Panharmonicon, this makes your etbs worth it more consistently.
Removal. Since it is lacking consistent removal SPELLs, i would say go all in on your creature based removal, add another cataclysmic and maybe swap seeker squire for Kitesail Freebooter for control matchups, and consider Dusk / Dawn then supplement with enchant/artifact removal... ie, Cast Out
I was not a fan of having Supernatural Stamina in my hand... neat trick, wasnt game breaking. Due to how heavily the deck uses artifacts, consider Scrap Trawler. Noxious and combustible bring back any artifact. You can cataclysmic to dump artifacts from play into gy and scrap trawler brings a bunch of back to your hand... could be an interesting cycle of filligrees.
Other thoughts... i think the deck lacks a killer instinct. Gear hulks are great! I love them! Check out some of my builds (I make reaimators around them). In this deck, i could see you drop the red altogether because Refurbish is your only reanimate. Combustible is considerably weaker because of the lower CMC avg you have. Due to having less reanimates, the draw,discard is also weaker. I think you could make this stronger with just black/white tempo Syndicate Trafficker+Scrap Trawler. Liliana, Death's Majesty for an added way to reanimate. instead of Cut / Ribbons you could use Torment of Hailfire or even run it red/black and cut the white.
Summary... i know im all over but There is a basis here that has been done and is fun when you get to pull of some silly powerful things, just needs focus. I think 3 colors is spreading it thin and hurting the power because of the early game you seem worried about... (Although i understand wanting to use all the gearhulks - i use them in my reanimator but im all in on turn 4 gearhulks) Lastly, consider your curve very carefully. If you are worried about agro, early control and sweepers may be better than undercurve cool etb creatures. Is Filigree Familiar a better play than Sweltering Suns? Those decisions matter. These things change the way your deck plays and may not be what you are after. Hope this helps!
1 week ago
Looks good. I have 2 cards to suggest:
My own take on humans goes more for building small humans to sumo-size fatties: Humans +1/+1