|Commander / EDH||Legal|
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Lookout's Decision costs 1 less to cast if you control a Pirate.
Counter target spell unless its controller pays 4.
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Lookout's Dispersal Discussion
1 week ago
1 month ago
Hey there FastIsFaster, thank you for the comment and ideas!
Lookout's Dispersal is actually a very good idea, because I have pirates yes! Hmmm... I will have to think on it. I should either use Admiral's Order as a hard counter, or Lookout's Dispersal for the possible cheaper counter but the 4 could actually be paid later in the game.
1 month ago
I built something very similar around Jace, Cunning Castaway early in Ixalan. Have you thought about Lookout's Dispersal and Heart of Kiran? Lookout's Dispersal is pretty easy to cast for 1B, as you have 8 pirates (and with Arcane Adaptation you could turn your whole creature set into pirates pretty easily. With Skyship Plunderer you can get Jace to 5 loyalty on T3, and on T4 you have 2 Jace to work with, one you can keep building up to 5 and splitting, and the other can crew Heart of Kiran until it runs out of counters, by which point you move on to a new Jace and start all over again.
2 months ago
3 months ago
Sorry I haven't gotten back to you till now, life got crazy for a bit. I see you have done some changes and most look good.
Primary concern is that you have no removal in the main board and what match up you are preparing for by having 3 Nicos in side and 2 more Timestream Navigator. While both cards are good in flavor, Nico you may only want 1 copy of in side (2 at most). As for the Navigators, I find them clunky and often killed before they have a chance to become relevant, I would cut all copies from the deck.
Another card I think you will want to remove would be Siren's Ruse. The few ways I see you using this card are to avoid kill spells since very few of you creatures have an impactfull ETB that you would want to try re-triggering (in the main board). Card feels like it would be better replaced with a Negate or Lookout's Dispersal. I tried making use of this card in the past and these comments are based on past experience.
Card options your deck looks like it could use is some form of board removal as there is none present in deck. I would again suggest cards like Lightning Strike, Fatal Push or even Shock/Magma Spray. These cheap removal spells will help you remove early threats and help you race better. Just reminder all the burn options combo well with Warkite Marauder as he turns them into 0/1 creatures with no abilities; this means your burn can still be relevant as it burns off dinos and gods.
I am also not o sure about Captain Lannery Storm. She doesn't look like she synergizes well with the Favorable Winds aspect of this deck and might be pulled out for some of the control spells I mentioned earlier. Her being a ground creature means that you will have a hard time to get it through blockers without anything assisting this idea.
Lastly a creature that is not a pirate you may want to consider is the Hope of Ghirapur. This creature gives you another 1 drop flier that can be used to silence your opponent for a turn to give you easy ability to cast cards in your second main phase when you are worried about counter magic, and also denies your opponent sorcery speed board wipe spells for a turn to help you set up lethal. It works better vs control based decks, but can still be a good 1 drop to help you get raid trigger for your 2 drop and still is effected by Winds.
In your side deck I still highly recommend Lost Legacy unless you are worried about the card rotating out soon. If that is the case I suggest avoiding the Fatal Push and Hope of Ghirapur suggestion as well then.
Hope these comments helped.
3 months ago
The key to building good decks is redundant effects that all tie together to become stronger than each card would be by itself. For you Favorable Winds is that card that ties it all together. That means you should run 4. The next thing you should probably do is find the 6-7 best blue or black fliers in the format that fit within your budget and play 3-4 of each (6-7 fliers just because that is consistent with the number you run now and I agree is a good number of creatures but you could go a bit higher). All your artifacts dont synergies with the rest of the deck so I would replace them with interactive spells. Budget options are Walk the Plank, Lookout's Dispersal, and Reaver Ambush. Of the three Lookout's Dispersal is the best IMO. You run 2 Opt and 2 Chart a Course so I would try to figure out which works better and use 4. If you find them both equally good then its ok to split so you have choices if you have both in hand.
Like someone mentioned earlier know what type of deck you like to play. I like building decks that win but do it in a round about way. Magic has many hidden and cut and dry interactions its the brewers job to exploit them.
4 months ago
Interesting deck idea you have going here. I am always a fan of flying pirates and other favorable winds style decks.
My problem with your design is that you really have no need for Radiant Destiny as it just complicates your mana base and slows you down for having too many anthem effects. The card slot would be better off changing some form of board control like Fatal Push, Lightning Strike, or Lookout's Dispersal.
Another card I am not to fond of is Siren Lookout. For a three cost potential 2/3 flier, it is lacking for an aggro deck. I would cut in favor of more Kitesail Freebooter and/or Storm Fleet Aerialist . Reason for the Aerialist is that as a 2 cost for same base stats and is easy enough to make it trigger as a 2/3. It also being that one mana cheaper helps you agress faster by being able to drop more on the board sooner.
As for side deck I always make sure to have Lost Legacy when I play black just because there are enough combo decks being played and/or Second Sun decks. Being able to remove a key card to a combo or a card that just says I win the game (Approach of the Second Sun) on turn 3 is usually going to make things a lot easier.
I have a few more suggestions, but not the time to post atm. If you are interested I will try to post them later.
4 months ago
Duress & Harsh Scrutiny are both really good removal, taking care of creatures such as The Scarab God before it hits the board, or other powerful spells. Have you considered Hour of Glory? I recommend that you add a couple of these, as they are really good removal. Metallic Mimic is about $6-$7, but becomes a pirate itself and boosts all of your other pirates. I'm not noticing a lot of artifact/enchantment removal, but Duress is really good at that. Also, Lookout's Dispersal could be replaced with Spell Pierce, Censor, or Negate. All of them are good value cards that can catch your opponent by surprise if they don't realize you're playing a control deck. I'll try a small variation of this deck at FNM and see how it does. Great deck stupidgaypanda!