Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)
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Reverse Engineer Discussion
2 weeks ago
??? Ofcourse you can kill them in Response, it just wont hinder the Ability from resolving.
Considering the Land count, there is definatly a risk, but i dont see it that high, as the deck can mostly opperate with 2-3 Lands. And i have also played with 18 Lands in my Grixis-Improvise Builds during Aether-Revolt-Standard, wich worked quite well. But maybe your right and this new gameplan demands a higher Land Count for consistency, so i can see myself cutting maybe Aether Harvester and 1 Battle at the Bridge from the Mainboard for that, i wont cut Reverse Engineer though as thats simply the strongest Improvise-Spell weve got and drawing that much cards is especially relevant for this kind of swarming strategies, wich also relies on nontoken drones.
Thanks for your Feedback, ill go back to 20 Lands and test that for a while.
2 weeks ago
I like the idea. Marionette Master is super spicy, as is Herald of Anguish in the sideboard to rip midrange to shreds. Reverse Engineer might be a good idea in the same way. So is Metallic Rebuke - it's sort of like another Siren's Ruse for you. Especially since you are playing with Ruse, Siren Stormtamer and Kitesail Freebooter are among the best pirates you can play, especially freebooter for disruption and a great early blocker. I think having early creatures will be critical to not getting run over by aggro. Also, Deadeye Tracker could be good even from the sideboard as a graveyard hoser who is still a pirate AND gets you card advantage and can last later on in the game. Nothing to not like.
While Spell Swindle is on theme and could maybe pull a surprise win when you have a treasure-based win condition already on board, a 5 mana counterspell is still pretty terrible. I could see it as a sideboard card against midrange or control to counter their top end when they tap out then win on your upkeep, but it really doesn't fit in the maindeck. It is way too slow and if you ever draw it against aggro or even early against midrange then you are probably just dead because of it. I highly recommend taking it out or at least playing it in the sideboard. Better counterspell options are Censor and Disallow (since you are already playing Supreme Will). Even though it is on theme, it is just too unplayable and you really don't need it anyways I think. You aren't playing Contract Killing, so why are you playing Spell Swindle? ESPECIALLY at 21 land... that's my next (and final) big critique. You are a control deck with an alternate win condition, and your curve is pretty high. You NEED 24 land or this deck won't function. You are clearly looking to value out your opponent over the long haul and so you need to hit your land drop every turn from turns 1-6. 21 land won't get you there.
The sideboard looks good but obviously is incomplete. I like what you have, and I'd probably add to it 2 more Duress to fill out the playset against control or combo decks, Sentinel Totem for God-Pharaoh's Gift decks, 2-4 Trespasser's Curse as one of my favorite tools against aggro, or alternatively (or in conjunction I suppose) Gifted Aetherborn, though it is more strenuous on your mana base, and then either Sword-Point Diplomacy to get a great card or life advantage against midrange or even control, or just overload on threats with The Scarab God or something. Lots of options but it just needs finishing.
Overall super sweet deck. Again I LOVE the marionette master, super spicy.
3 weeks ago
I just made a version of this deck before looking at the front page and seeing this. Here it is: http://tappedout.net/mtg-decks/pirate-buisnessmen/. You should definitely run Reverse Engineer and Metallic Rebuke. Also, many of the cards in your deck will rotate out as soon as ixalan becomes standard.
4 weeks ago
I'm sorry couldn't find anywhere else befitting these kinds of posts. Reverse Engineer is also missing it's FNM promo
1 month ago
Really good job on your first deck! The mana base is there, and that's difficult to do some times. A few recommendations:
1.) Get rid of Cancel. It's not super great, and Disallow is great. It is more expensive by a considerable margin, but any control decks in Standard should definitely be using Disallow as it does so much for it's cost.
2.) Get rid of Reverse Engineer. Without the improvise ability the card is pretty bad. Glimmer of Genius is great and you already have some, so add more. With control decks you want to minimize the amount of sorcery spells you have, because you're always going to want to have mana open on your opponent's turn. If you cast a sorcery for 4 mana and you only have 5, you can't do anything to counter their spells or destroy their board. This is why you wait until the end of your opponent's turn to Glimmer of Genius, or cycle your Censor. You get to draw your cards immediately and follow up by drawing on your turn.
3.) Hour of Glory is way better in your sideboard. If you're playing decks like Ramunap Red or other decks that play gods, this card should come in. Most cases, it's just a 4CMC single removal spell which isn't so great compared to being able to Fatal Push something for 1.
6.) The Scarab God. I know you said you were trying to keep it cheap, but this card is honestly the best part about playing U/B Control. He is ridiculous to remove, is an absolute powerhouse and probably one of the best cards in Standard.
7.) Ixalan has brought a ton of great new blue spells! Opt is fantastic. Spell Pierce is one hell of a card as well. Chart A Course is a great sorcery for late game when you have creatures out. I'll talk more about Ixalan below.
Ixalan has recently dropped, and there is an emerging Pirate Tempo deck which plays similar to a control deck. You play a ton of counter spells as well as pirates which will take advantage of their abilities to in essence, control your opponent and play at a fast pace. It plays cards like Kitesail Freebooter to take away your opponent's removal spells so he stays on the field, Siren Stormtamer to counter anything trying to remove your creatures or hurt you, Hostage Taker to take away your opponent's strongest card and cast it if you can. This is where the synergy of Kitesail and Stormchaser come in, as they can protect your Hostage Taker until you can cast their creature. Dreamcaller Siren taps your opponent's creatures before they can attack, can then be hit with Unsummon to bring him back to your hand and do this over again if you can. Perilous Voyage bounces a non-land permanent back to your opponent's hand and then allows you to scry 2 if you it's <2CMC. Ruin Raider gives you insane card advantage at the end of each turn along with Opt and Chart A Course. Fatal Push is your prime removal card, Spell Pierce, Lookout's Dispersal, and possibly even Vraska's Contempt are your removal and counter spell package. Duress can be played to remove your opponent's removal and protect you as well.
I don't know how expensive it will be because I'm not sure how popular pirates will be, but it's looking like a really sweet deck so far and I'm super hyped to play it.
Hopefully this helped you a bit!
1 month ago
its ok, inspiring statuary is used for your non artifact spells so it doesn't hurt to add 2 or 3 in your deck. you will need some card draw like Reverse Engineer or overflowing insight(4UUU target player draws 7 cards). don't worry, if you have inspiring statuary, these cards are easier to cast.
I don't like the concept of Hope of Ghirapur plus Tezzeret's Touch bcoz its so susceptible with Fatal Push. baral don't have any synergy at all in this deck so ill just replace those with Prophetic Prisms
I guess, put skysovereign in sideboards...its very good in any matchups.
1 month ago
1 month ago
Okay. So what are your feelings on pump effects and draw spells? I notice that even including your sideboard you don't run anything to speed up your deck beyond giving vehicles haste through the one creature, but I wouldn't say you do anything to significantly prolong the game as most control decks do. You've got the few counterspells sure but I wouldn't think those alone will save you all the time.
You seem to have built this more like a mid-range deck from my perspective, but you've simply added more aggression in creatures over having a myriad of effects. Like instead of draws through, say Reverse Engineer, or pumps through Built to Smash, both are replaced by more creatures and vehicles that are made to attack.
Which because aggro decks are a thing I get that can work, but I feel like you can be easily stopped too. How much power does Chief of the Foundry for instance actually add most of the time that doesn't get blocked? I apologize if that sounds rude, but I do mean to be curious not skeptical.