Lookout's Dispersal

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Uncommon

Combos Browse all

Lookout's Dispersal

Instant

Lookout's Decision costs 1 less to cast if you control a Pirate.

Counter target spell unless its controller pays 4.

Lookout's Dispersal Discussion

Jrm99 on Treasures of Ixalan

5 months ago

Marionette Master is another good win condition. Looks like you’re staying away from counters but Lookout's Dispersal is a great counter for pirates, Spell Swindle and Hornswoggle are also good counters that also create treasure.

Marchiali on Help me create a pirate ...

7 months ago

So back when pirates of ixalan were released no one really played them because of the mana base, at least not in Grixis. Right now the mana base is solid enough to technically make them work.

What I am trying to do right now is creating a deck where all cards fit into the pirate theme while still staying somewhat competitive. It doesn't have to win all the time but having a chance against burn and Teferi would be nice.

It... hasn't really worked out so far. Is such a deck even possible?

The most success I had so far was basically Tempo Blue with some splashing for Grixis so your flying pirates benefit from effects like Dire Fleet Neckbreaker and Fell Flagship .

With cards like Siren's Ruse , Lookout's Dispersal and of course Siren Stormtamer you have decent disruption, I have even been experimenting with adding more discard like Duress or Heartless Pillage . The latter is pretty great as far as discard spells go since it is effectively CMC 2. Cancel , Hornswoggle , Admiral's Order and Spell Swindle are pirate themed but not worth including in my opinion.

As for Lifegain your choices in a pirate theme deck are basically limited to Fountain of Renewal and Navigator's Compass . Compass is actually not that bad since it let's you fix your mana base without handing aggro decks a free 2 damage. (I am making an exception to the theme rule for Shocklands)

Admiral Becket Brass is a great flavor card but usually when you can hit your opponent with 3 pirates they are either dead or would be if you had dropped a Dire Fleet Neckbreaker instead of the Admiral.

The real problem with pirates seems to be that they want to go fast since their late game sucks but they have basically no advantage over mono red or blue other than tribal synergies. And their tribal synergies aren't that great, most of them are not even available until turn 4 or 5.

For Removal there are some options: Walk the Plank is great flavor although a bit hard to cast. Hostage Taker and the Admiral are decent for dealing with Teferi but not that amazing. Lightning Strike , Makeshift Munitions (bombarding your opponent with treasures is hilarious) and Fiery Cannonade are your go-to burn spells.

There are some good red combat tricks as well as Dire Fleet Poisoner but I am kinda on the edge concerning those. Buccaneer's Bravado on an unblocked creature with decent power can close out games.

Card Draw can be provided by Curious Obsession (a bit tricky when you are also running Siren's Ruse), Chart a Course and maybe Treasure Map  Flip and Dead Man's Chest . March of the Drowned could also be very valuable since it only costs 1 mana.

Like I said the best creatures seem to be the pirates that either have very good tribal synergy or flying. I am considering Fathom Fleet Captain and Forerunner of the Coalition but they both seem to be too slow. When you have a lot of treasures getting the city's blessing for an early extra turn via Timestream Navigator isn't too hard but I haven't really profited from it that much.

Revel in Riches is an interesting wincon but just too slow. Maybe an option for a more control-based approach. But when you have lots of treasures out it seems to be more viable to cast Mnemonic Betrayal , which technically isn't a pirate spell but looks like one. Or use overpriced Cards like Pirate's Prize that create more treasures.

With all that knowledge I still can't figure out a decent pirate deck, am I missing something? I am aware that you got to concentrate on some mechanics to make them work but I am not sure on which ones.

I really want to make pirates work before they rotate out and possibly never return to Standard.

EDIT: Just noticed there is also a token-based approach with Fathom Fleet Captain and Vraska, Relic Seeker

Hexaflexagon on

10 months ago

Ok then. Instead of Lookout's Dispersal you could add Sinister Sabotage. Moment of Craving could go mainboard instead of Dive Down.

Njirk on Airborne Assault

10 months 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.

BlaineTog on Can't Touch This -- $11 Mono-Blue Unblockable

11 months ago

@Allerian1004:

That could work, but Warkite Marauder would be strictly better (and it's only $1 a copy, too, so it wouldn't explode the budget or anything). I've found Daring Saboteur to be really good but you do sometimes have to hold off on attacking with it for a turn or two. Marauder would be a more aggressive choice; I specifically avoided including flyers in this deck so we could still attack through other decks with flyers, but Marauder is kinda ok against those decks as well since it can turn enemy flyers off.

That said, now that we have the full GRN spoilers, I've started coming to the conclusion that this deck may need to be back-burnered for now. Losing Slither Blade and Unsummon is a big deal and we don't have great replacements coming from GRN. As such, switching over to full Flyers is probably just the way to go, as Favorable Winds and Tempest Djinn are amazing payoffs for that deck and you aren't quite so dependent on small tempo plays. Something like:

4x Siren Stormtamer

4x Artificer's Assistant

4x Warkite Marauder

4x Storm Fleet Aerialist

3x Nightveil Sprite

4x Tempest Djinn

4x Favorable Winds

4x Lookout's Dispersal

3x Unexplained Disappearance

4x Chart a Course

22x Island

That's just off the cuff, of course, but a deck like that would probably just play better overall.

Elf0491 on Standard Izzet

11 months ago

Thanks for the feedback guys! I have made changes based on what you suggested. I also added Lookout's Dispersal, as it benefits from both Siren Stormtamer and Goblin Electromancer. The deck is much more consistent and powerful in playtesting!

fettywapmtg on Monoblue Midrange *rotation proof*

1 year ago

Appreciate the input, and I agree the artifact theme is a chore to jam in here, but doing these playtests I gotta say I'm liking a lot of these hands. Sai, Master Thopterist, while not shining his brightest, is still basically just a Pia Nalaar and seems to be worth running 2 copies. There's also a Historic theme here so a legendary 3 drop creature is good here. If you take a step back and look at the decklist, you will find a playset of 3 of the best creature cards with flying blue has to offer, and a bunch of 2x legendary spells. I feel like you're describing a more aggro/control approach, which is certainly worth exploring, but I'm really trying to find a home for some of these power cards here that need a nice glue to meld into a cohesive deck. The ideal hand looks something like:

Turn 1: Siren Stormtamer

Turn 2: Warkite Marauder/Favorable Winds/Lookout's Dispersal ect.

Turn 3: Tempest Djinn/Sai, Master Thopterist

Turn 4: Karn, Scion of Urza/Traxos, Scourge of Kroog/Zahid, Djinn of the Lamp

Turn 5: Tezzeret, Artifice Master (BOOM)

Turn 6: River's Rebuke/Karn's Temporal Sundering GG ya digg?

All of the cards you suggested, except for Exclusion Mage (a 3 mana unsummon seems out of place here), easily could find a place in this deck. Merfolk Trickster, Dive Down, and Blink of an Eye I'll try out in this deck at some point, as I remove cards that I deem underwhelming.

PhoenixNest on Beckett Brass’ Bloodthirsty Band of Buccaneers

1 year ago

Smuggler Captain is essentially just a 2/2 for 4, so I recommend switching it out with something like Lookout's Dispersal

Load more

No data for this card yet.