|Commander / EDH||Legal|
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|Rivals of Ixalan (RIX)||Uncommon|
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As an additional cost to cast Pirate's Pillage, discard a card.
Draw two cards and create two colorless Treasure artifact tokens with ", Sacrifice this artifact: Add one mana of any color to your mana pool."
Pirate's Pillage Discussion
2 hours ago
Last question :) what do you think about Pirate's Pillage for Captain Lannery Storm . It is one mana more but guaranteed 2 treasure tokens (sometimes you don’t get good attacks or get it removed after first attack) and you draw two cards (-1) with a sorcery that synergies with your commander as well (also with Glint-Horn Buccaneer, Dig Through Time, Narset's Reversal, Baral, Chief of Compliance)
1 week ago
Hey I play GUW Devoted druid combo, Burn and i have played phoenix a few times (before Faithless looting ban).
my combo deck is looking to go off at the same time as that but it has no response to a T3 Emrakul it would be a race to see who went off first. For this reason the path to exiles you have are the interaction you need against mine and lots of other decks.
burn wise i think the first few times you went of if you beat the burn strategy you would have the drop on me. However, after i knew your strategy my intent would be to keep all creatures off of your board which i think would be very achievable. running something like Pirate's Pillage (despite being a not so great card) could give you the token you need. IDK if that would work I'm just brainstorming ideas. Maybe something like lightning helix to remove a creature and helping against burn's strat is something more reliable.
I think you are very correct with the statement "I believe this deck's weak spot is hand disruption and counterspells" and decks like Grixis shadow will have a field day. I too struggle with that match up with my combo deck. I find Rest in Piece is good against the deck but not necessarily other decks that run hand hate and counter spells. Leyline of Sanctity also helps against hand hate.
sorry if this does not help much
1 month ago
As for the Earthcraft/Nest combo, I wasn't entirely sure. I honestly included it because I wanted a means to mass producing green tokens for Wort's conspire effect. This deck has loads of ways to make red tokens, but far fewer green options. Unfortunately Green and Red are sh*t colors for non-creature tutors, and all I can really think to add for stability would be Gamble , since those cards are enchantments not creatures.
1 month ago
The randomness of Charmbreaker Devils seems as though you'd more often than not be getting back something fairly low impact from your graveyard. Kind of expensive for what it does. You have enough regrow effects without them. Probably better off with Rosheen Meanderer for what you want to do.
Pirate's Pillage seems pretty underwhelming.
You can probably cut down 1 'copy spell' effect since this is why you're playing Wort in the first place. This is one type of spell effect that you only need so many in a deck before you're sitting with a bunch of them in hand with nothing to copy.
Earthcraft/Nest is a great combo but how are you assembling that? This deck doesn't have a lot of ways to pull these 2 cards together.
As for the rest of the cuts, I'd play with the deck a few times and the slackers will make themselves known.
1 month ago
Sorry, haven't checked this site in a while. Time to go through the mentions
@Texudo_1809 Yeah isorev is not that great. But more importantly, I want to be really clear on one point: things like Laboratory Maniac are totally unnecessary for this deck. You don't need it. When you have your whole deck in your hand, there are SO many things that win you the game. Lab Man is just a dead slot in a deck that can't afford dead slots.
@Overlordofdarkness It's not that great. At 5 mana it doesn't do enough; if it could net mana then we'd be in business, but best case scenario (notwithstanding high tide turns) it is mana neutral, and we already have Tezzeret's Gambit and Pirate's Pillage which are better cards to cast with 3 experience counters. (the former is mana neutral, the latter nets mana)
@deesoff Not a bad card thanks to PiF. Honestly I should consider it! Makes the budget a bit tight. I'd definitely add it to the upgrades section at a minimum.
5 months ago
Hey, saw your forum topic asking for help.
Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.
The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.
There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.
Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.
My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .
11 cards to consider cutting to add more lands:
- Act of Treason
- Mark of Mutiny
- Selective Snare
- Contract Killing
- Storm Strike
- Bolt Bend
- Price of Fame
- Grim Captain's Call
- Train of Thought
Other cards to consider cutting to make 100 cards:
- Burn from Within
- Voyage's End
- Welding Sparks
- Pirate's Pillage
- Pirate's Prize
- Think Twice
- Mana Geode
- Eel Umbra
- Curator's Ward
- Curse of Opulence
- Metamorphic Alteration
- Octopus Umbra
- See Red
- Bloodmist Infiltrator
- Deep-Sea Kraken
- Phylactery Lich
- Kiku, Night's Flower
- Body Double
- Buccaneer's Bravado
- Blinding Flare
- Sinister Sabotage
- Costly Plunder
- Doom Blade
- Polymorphist's Jest
- Teferi's Time Twist
- Darksteel Ingot
- Stealth Mission
- Stolen Goods
- Treasure Hunt
- Brass's Bounty
- Deliver Unto Evil
- Light Up the Stage
- Sleight of Hand
- Collective Restraint
- Conqueror's Galleon Flip
- Spell Swindle
- Icy Blast
- Fated Infatuation
- Deadeye Navigator
- Lighthouse Chronologist
- Dreadhorde Invasion
- Ral, Storm Conduit
- Nicol Bolas, God-Pharaoh
As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.
Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.
Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.
For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.
Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.
Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.
I offer more advice if you would like. Good luck with your deck.
6 months ago
There really isn't anything like it: it costs , is an instant or sorcery, and replaces itself.
It's not good, but it might be similar enough to work.
Pirate's Pillage occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%