|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
3 weeks 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.
4 weeks 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.
1 month 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.
1 month 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!
1 month ago
Are 20 lands enough? Usually only decks with lots of ramp, or really cheap spells, play such a low amount. Also, Fatal Push is a mainboard-worthy card. You could take out a few creatures to make room for it, since this is a control deck. Also, I don't know if you've noticed, but you've put 4 Lookout's Dispersal in the mainboard and 4 more in the sideboard.
1 month ago
yeah theres lots of tech in this deck against scarab god...any gods for that matter, as the removal plays around indestructible too. The problem with these kinds of decks are that they either play too many or too few creatures against control. The Dire Fleet Daredevil is there both for its first strike for the first strike/deathtouch combo, and against control as it forces a removal spell. dive down is really good i agree. it plays both against straight up target removal, and against stuff like Hour of Devastation , but it fails against other board-wipes. I felt like Admiral's Order is more versatile in what it defends against in terms of the bigger picture, which is defending board presence rather than a single creature. id have to drop either creatures or removal pieces to fit dive down in here. its a really good card, and its literally the next card on the list to go in, followed by Lookout's Dispersal. The problem is theres just no room for it, at least from my perspective.
What would you replace it with?
1 month ago
Hey, risingaction thanks, glad I could help. A consultation fee? Haha, that would be nice, but it's not needed. Good advice from experienced players is part of the foundation the TappedOut community is built on. I enjoy helping and making this community better. Really good questions, I'll try to answer each one below.
razelfark, thanks you described the reason really well, you're exactly right the reason I left Lookout's Dispersal out of the main deck in the example list is because it's a slow card, not aggressive enough for game 1. Invigorated Rampage replaced it for one reason it's more aggressive can do more damage faster. Relying more on Stormtamer to protect a Pirate rather than a counterspell. Stormtamer can do more to advance the overall aggro game plan since it's a Pirate.
The reason I also left Dispersal out of the example sideboard list is there's not enough room for it because Negate and Essence Scatter I feel are better, but this could be very wrong, that's where playtesting helps. Negate and Scatter are always only two mana to cast where as Dispersal requires that you have a Pirate in play to be two mana. Game 2 and 3 expect more removal to be boarded in by your opponent. It might be hard to consistently keep a Pirate in play to make Dispersal a two mana counter.
Another card I didn't touch on is Chart a Course. When your attacking and have evasive creatures especially flying who can potentially attack each turn then Chart is very good. It could replace Curious Obsession as it gives you more card advantage faster; not requiring that you enchant a creature and also attack with it. Obsession can be more long lasting card advantage, but is much more risky needing the Pirate enchanted to stay alive.
Aggro should take advantage of game 1 and be as aggressive as possible because this gives you the best chance of winning game 1. Winning game 1 is good for any deck, but much more so for aggro because expect game 2 and 3 to be much harder than game 1. Expect your opponent for game 2 and 3 to board in more creature removal, more narrow answers to cards you play, lifelink creatures, four and five drop creatures that are hard for you to answer or board wipes. All these make it much harder for you to win.
Your game plan should always to be aggressive because that's what aggro does, but Game 1 is very exploratory. You learn what your opponent is playing and can adapt for game 2 and 3 sometimes this does in fact mean you should dial down on the aggression and instead play a more interactive game with your opponent and him/her creatures or spells. Sometimes you simply can't beat a card such as Glorybringer or Heart of Kiran you need an answer for it, you must cut something main deck and board in for example Essence Scatter or Abrade.
If your opponent is playing a God then you want an answer for it Essence Scatter or Kari Zev's Expertise don't count on just Warkite even though it's attack ability can make a God worthless for the turn have additional answers to it. Expertise is not a permanent answer doesn't kill the God, but it lets you steal it for a turn, attack with it while also potentially playing a card for free from your hand such as Rampage. An attack with their own God can be quite devastating for your opponent.
The sideboard example list is theorycraft because I don't know what the meta is like where you play, what types of matchups you'll encounter. It's an overall board accounting for the three big archetypes in Standard: Aggro, Midrange and Control. In the simplest terms for Aggro matchups Abrade gives you additional creature removal and Fiery Cannonade can potentially kill all your opponent's creatures while not hurting yours.
In Midrange matchups your opponent is going big with creatures playing four and five drops you want to match this with answers to these creatures Essence Scatter, Kari Zev's Expertise and Walking Ballista is an option due to it's interaction with Warkite.
For Control matchups you want to be aggressive as you can, but sometimes this is hard to do because of all the removal your opponent will have. Negate can help even though it's not an aggressive card it can help to keep your creatures alive.
Metallic Mimic is a fine tribal card, I play it in my Standard Elf deck, Radiant Elves (RIX), but the only reason I play it is because there's not other playable two drop choices and I'm using a counters strategy. Completely different strategy than Pirates here. Simply put there's better two drop Pirate choices than Mimic.
Mimic also has the problem of being the best when you play it first, turn two. Playing it first then gives all other Pirates a counter when they ETB which is good. This is ideal, the problem is Mimic is quite bad when you play it last, then it's a 2/1 that doesn't do anything else. Unfortunately, consistently your much more likely to play Mimic last than first.
When in doubt always go to the opponent's face with burn. In a broad sense overall with Aggro your better off focusing on your game and ignoring the opponent especially game 1. Interaction with what the opponent is doing is minimal, care more about your creatures, attacking and doing damage don't worry about anything else.
Let your opponent hit you back and as long as you are doing more damage to your opponent then your opponent is doing to you, you have the upper hand because you have burn. If you waste burn on your opponent's creatures then you partly lose this upper hand. Remember you have 20 life, you don't die until you have 0 life.
This is overall advice, but of course certain game situations change things. There are certain early game creatures you want to kill because if you don't then they will take over the game or block the battlefield from you attacking. With these creatures you need to waste your first burn spell to kill them. Some examples are Winding Constrictor, Gifted Aetherborn, Servant of the Conduit, Glint-Sleeve Siphoner and Walking Ballista.
Warkite's attack ability does conflict because it very temping to use a burn spell to kill any creature, but remember you don't have to kill the creature you make a 0/1. Making the creature for that attack a non factor in combat is good enough. If it blocks one of your Pirates then this is good for you; If it doesn't block then it's also good for you.
Real exceptions are if you're facing down huge creatures like Gods, Glorybringer, Rekindling Phoenix, Dinos, etc creatures who are going to hurt you much more when they attack than you hurt your opponent. In these situations take advantage of Warkite's ability to remove all abilities from the creature it makes a 0/1 and kill the creature with burn. Including draw, Obsession or Chart also gives you some leeway with using burn because you'll draw more.
A majority of the good Pirates have evasion: flying, menace or unblockable. With evasion your much more likely to hit an opponent making using burn on opponent rather than him/her creatures a better plan. Rampage is additional evasion, trample, for Pirates it helps with getting in damage fast, really ignoring blockers.
When playing an Aggro archetype you want all lands in the manabase to be able to ETB untapped the first three turns of the game. These are the most important turns, you can't afford to have a land ETB tapped thus not letting you play a Pirate for the turn. Other archetypes such as Midrange and Control are different to a degree, these types of decks care more about what color mana you have then if the land ETB tapped or not.
With 11x possible one drop Pirates, you want the best chance to be able to play one of these turn one, Evolving Wilds doesn't help to do this. Wilds can help to thin the deck of lands to give you a better chance of not drawing lands, but the amount of thinning it does doesn't outweigh the negative that the land you fetch with it will ETB tapped for the turn.
You need lands in a game of Magic and unfortunately that means that you could get flooded or land screwed, but these are situations that every player encounters, that's Magic and not much you can do about it.
In the example list the main deck mana curve ends at 3 drops. Having a low mana curve allows you to not have to play as many lands. In the example list is 22x, experiment with dropping this number to 20x. However, being able to cast two or more spells in a single turn gives you an advantage, but you need lands to be able to use this advantage. With draw also means you want more lands because if you're drawing cards the advantage this gives you is being able to play more cards per turn then your opponent. This can be huge because of how low the mana curve is.
In the example list I've cut all ETB tapped lands in favor of Unclaimed Territory and more copies of Spirebluff Canal. If you can get 2x more Spirebluff I recommend playing them they're the best lands for this deck because they can ETB untapped turn one to turn three and make either red or blue mana. The same can be said for Territory if you name Pirate. Having 8x dual lands that can ETB untapped and make either red or blue mana turn one to turn three is very important because one drop Pirates are either red and blue.
I finished the rest of the manabase in the example list with Basic lands because there isn't another Izzet dual land in Standard that can ETB untapped. The only other Izzet dual is Highland Lake, but if you're playing Lake you might as just play Wilds. Aether Hub is another dual land that ETB untapped it's very good, but to play it you need additional energy sources which is not the direction you want to go with aggro and Pirates.
1 month ago
What I was referring to Lookout's Dispersal being a slower card in deck is that you are making sure to dedicate mana for counter, while multimedia's deck idea skips on them all together in mainboard for a more favorable rush of aggressive cards. His idea is to make use of all early game mana spending it on the offense. A counter spell works against this idea for "game 1" because you are trying to take advantage of your opponent not having as many answers ready for your evasive creatures before sidedecking. While the card is cheap to cast it does not help you kill them faster with the exception of stopping removal.
I hope this made sense why I said it was a slower card. It was not because the spell cost a whole lot, but it takes away from you pressuring the board and their health more.
Hope this posts right... responding with phone. I apologize for any strange autocorrect changes I missed.