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Raid - At the beginning of your end step, if you attacked with a creature this turn, target opponent puts the top four cards of his or her library into his or her graveyard.
Navigator's Ruin Discussion
4 weeks ago
Some curses are better than others. I'd cut Curse of Vitality for sure, it won't really influence other people that much. Curse of Shallow Graves is pretty situational as well, and Curse of the Bloody Tome can actually help the opponent.
Navigator's Ruin i'd only run if you really want to mill, and Kaya's Ghostform won't often help as much as you like. I really don't see what Shield of the Realm wants to do here, nor Strider Harness .
I'd cut the guild lockets and replace them with the signets.
For some cards to add, i'd recommend at least looking at Bident of Thassa for card draw, Sigil of the Empty Throne , Etchings of the Chosen , Smothering Tithe , Intangible Virtue , Divine Visitation , Etherium Sculptor , Magus of the Moat , and Sphere of Safety
I can come up with some more suggestions if you like, these are just off the top of my head
6 months ago
I thought I would comment as I also chose a Pirate Tribal deck as my first EDH deck which I built about 4 months ago Pirate Tribal Final. It took me some time to work out what direction I wanted to go in with the deck, being Grixis, a preference to one or two colours seemed sensible. Also, pirates are sneaky and like treasure and stealing, right?
I chose to focus on Blue, using evasive abilities to enable me to sneak pirates past blockers, gaining benefits such as card draw from Bident of Thassa and steal the permanents of my opponents with Admiral Beckett Brass . I also went for a treasure subtheme, using cards such as Revel in Riches , Brass's Bounty and Mechanised Production to rapidly generate treasures, either as win-cons or for high-cost spells such as Insurrection or Kindred Dominance .
At the moment, your deck is about equally balanced between all three colours, with limited mana fixing (which treasures would help with), therefore you might stall early by drawing the wrong combination of colours. I would maybe try and lean a bit on one subtheme/colour, more than the rest. Also, you have a number of weak cards in the deck at the moment, Lightning-Rig Crew , Wily Goblin , Sentinel Totem , Smelt , Act of Treason , Fevered Visions , Navigator's Ruin , Raiders' Wake etc. to name a few. Additionally, you use a lot of cards to tap opponents creatures, rather than making yours evasive/unblockable. Many of those cards aren't providing sufficient power to justify their inclusion.
TLDR: I think you are trying to do too much and therefore your deck is spread too thin in important areas. I would pick a specific game plan and build around it.
9 months ago
There are a number of ways of going about this, but, your deck needs to be doing more things at more points in time during the game. First of all, I recommend cutting Dive Down (or at least cutting one copy) as you only have 7 creatures before the hostage taker effect so sometimes this is just a dead card. Next I recommend leaning more into Psychic Corrosion. This could be done by replacing the underperforming Navigator's Ruin and extremely expensive Overflowing Insight with cards like Chemister's Insight and more control spells. When you land a Patient Rebuilding the clock will already speed up as the extra cards drawn will trigger more mill from your corrosions. Finally, Thief of Sanity is fun but generally lackluster. If you could replace him with a better blocker you may see improvement, though maybe a black kill spell might assist this endeavor. Hopefully the deck improves!
11 months ago
I use 4 Opt, 4 Radical Idea for it's Jumpstart ability and instant speed with Psychic Corrosion. If you're going to use Murmuring Mystic you're gonna have flyers, when you have flyers you can use Navigator's Ruin. If you're going to use flyers you can use Siren Stormtamer to protect your creatures and Warkite Marauder equipped with Curious Obsession. Memorial to Folly seems good too if you use it to bring a creature back like Thief of Sanity or the Mystic.
1 year ago
Burnished Hart and Solemn Simulacrum are big ramping tools for the early game, Sword of the Animist to churn out more land once you start attacking. Alternatively, you could reduce the cost of your spells with the Jet Medallion or Sapphire Medallion respectively.
Propaganda can slow opponents down by making them pay to attack you, or Silent Arbiter works if you want to simply make fights more one on one.
Tapped lands are simply not good if you want more speed, Watery Grave and Polluted Delta helps you there, though obviously not budget cards.
Current standard has so much power in mill, No Navigator's Ruin, Patient Rebuilding or Psychic Corrosion? Winds of Rebuke is strong too in a multiplayer environment.
1 year ago
I would love to have Disallows, but I was trying to keep the cost down just a touch. Instead of going for counters for control my goal was to allow opponents to cast what they wanted and rely on white enchantments (Seal Away, and Ixalan's Binding) to do a lot of the control for me, while relying on the other white spells (Healing Grace, and Ritual of Rejuvenation) to keep me in the game long enough to slowly mill them away. With the advantage of Healing Grace being that it can also keep my unblockable creature's from dying some of the time.
I was going for a more consistent mill approach - if I can get Psychic Corrosion out on the field, plus either Navigator's Ruin or Fraying Sanity then I'm steadily milling them for a good amount every turn.
I didn't include Patient Rebuilding for the exact reason you mentioned, the mana cost, and it is the same reason I side-boarded Fleet Swallower - most of the games I've played in the current meta play quickly, so I didn't want to rely on Patient Rebuilding for my mill since it wouldn't come online until later. All three of my main mill enchantments cost three mana, so by turn 3 I can start the mill and use other turns to either ramp it up, or protect it from stopping.
That is my thought process at least, but I'm certainly no expert and I'm open to suggestions about how or why my reasoning is flawed, or if there is something I'm missing.
1 year ago
I'm am not sure I'd ever get to play the Fleet Swallower because of how few lands there are in the deck, but it looks like a vary mean card. Especially when paired with Fraying Sanity. ("The fish attacks and you discard your deck. I end my turn.")
1 year ago
So here is the thing. You only need about 40 or so cards that help pirates to make a deck feel piratey. And a lot of these pirates are kinda awful.
Creaturewise, I would cut Brazen Buccaneers, Cloud Pirates, Daring Buccaneer, Deadeye Tormentor, Dire Fleet Hoarder, Dire Fleet Interloper, Slippery Scoundrel, Storm Fleet Spy. They are pretty weak and their payoffs aren't great.
Crafty Cutpurse is a fun pirate who can surprise answer a bunch of EDH strategies. Dreamcaller Siren has some interesting surprise tricks. Kukemssa Pirates lets you steal artifacts from people. Ramirez DePietro is the original badass pirate. Shapesharer is a pirate and lets you copy value pirates, such as neckbreaker. Changeling Berserker is a 5/3 pirate with haste who lets you retrigger ETB effects later. Adaptive Automaton is another lord to help buff your pirates.
Land and mana wise, you want about 44 sources of mana. My rule of thumb is 38 lands, and 6-8 mana rocks for a 3 colour deck. Sol Ring is a staple as well. Signets, Commander's Sphere and stuff, all good. Path of Ancestry also gives a free scry when used to cast pirates.
For enchantments, Call to the Kindred basically is a 2-1 as people kill it before it gets going and it doesn't have great odds of hitting a pirate. Curious Obsession, Navigator's Ruin, Swashbuckling, Trove of Temptation are all low impact or actively harmful. I would cut all them.
For artifacts, you have a lot of eh ones. Pirate's Cutlass is a low impact card, but thematic. Sleek Schooner and Dusk Legion Dreadnought are so weak they aren't even worth playing. Captain's Hook is just +2/+0, menace, as your creatures all have the pirate typing.
Door of Destinies is a powerful artifact in tribal decks that can get out of control pretty easily. Heirloom Blade is a more powerful, impactful weapon to equip your creatures with, as it also lets you chain through your deck. Herald's Horn lets you psudo draw more and gives a cost reduction. Obelisk of Urd is an anthem effect. Stoneforge Masterwork is an equipment that rewards a large boardstate. Skysovereign, Consul Flagship and Smuggler's Copter are both high impact vehicles who are good to tutor up, and from the new set Weatherlight fetches up artifacts when you deal damage which is fun.
For your instant/sorceries, you want to be more high impact or efficient. Duress only hits 1 person in a multiple player game. You also want some flat out draw cards. This is more up to you, but Terminate is good removal. Jace's Ingenuity is solid draw.
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