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Creature — Orc
Raid — At the beginning of your end step, if you attacked with a creature this turn, reveal the top card of your library and put it into your hand. You lose life equal to the card's converted mana cost.
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Ruin Raider Discussion
1 day ago
so Fanatical Firebrand is basically a mini munitions himself that doesnt cost anything. if you drop him on turn 1 you could get 2-3 damage out of him, and even if you top deck him, hes a 1 for 1 damage, which isnt great, but he would be that anyway. Id rather drop the Grasping Scoundrel for something like the buccaneer or Rigging Runner, which would be a better top deck.
I honestly think Makeshift Munitions doesn't quite do enough to win you the game, but, if you can double the damage that comes from it it becomes real scary real fast, and Angrath's Marauders is the only card that does what it does. Lightning Strike is a 6 damage nuke, in retrospect now that i read it again, i thought Sword-Point Diplomacy would potentially deal 18 damage through angrath, but damage isnt dealt to the opponent, they pay life, so im down to swapping that out for another Ruin Raider
Kari Zev, Skyship Raider is an auto include if but for 1 reason, when i build decks, i build them cycle proof, meaning i dont use the set that will cycle out next. I like the Hijack idea, and i think if i added Fathom Fleet Captain, would definitely consider Dire Fleet Neckbreaker over Angrath's Marauders, but then what do i replace? dont think there is a spot for both in the main-board, but maybe it can be a side-board option.
Captain Lannery Storm completely negates Makeshift Munitions i believe, as im pretty sure the sacrifice they are talking about is when treasure sacks to itself for manna. so you have to choose between pumping the captain and getting manna or doing damage. I dont like the idea of throwing away my win-con to pump a creature that can get fatal-pushed in the face. If she had trample, sure, but not like this. i think she is overrated tbh.
1 day ago
I like the idea. Angrath, the Flame-Chained seems a lot better with Makeshift Munitions and some early pressure. Also Sword-Point Diplomacy seems a lot better with some early pressure. Because of that I would focus a bit more towards early pressure - something like Captain Lannery Storm.
Angrath's Marauders seem too slow even with treasures, especially since treasures are also a valuable ressource for other parts of your deck. Treasure Map Flip is also too slow imo. Pirate's Pillage I like as a Tormenting Voice that let's you borrow mana from one turn to another - but I don't think that's what this deck wants.
Daring Buccaneer: More early pressure then Fanatical Firebrand.
Fathom Fleet Captain: A mana dump and a way too convert some treasures into creatures with menace. Helps you create pressure to make your late game plan more effective.
Kari Zev, Skyship Raider: Gives you free tokens for Makeshift Munitions.
Dire Fleet Neckbreaker: Is almost a Angrath's Marauders ;-)
Looks like a fun deck to play: +1
1 day ago
Some decks will be faster than you, which means you'll need removal.
You have a LOT of 4 drops. Not enough early game action. Even the Dire Fleet Daredevil isn't a good 2 drop, since you can't cast it for full value on t2(no mana to cast a spell). 13 4 drops is too many, so you'll need to trip. Notably, if you reduce your overall curve, Ruin Raider becomes outrageously good in my opinion.
In my most pained and honest opinion, I don't think grixis pirates is viable. The mana is VERY strained and pirates are supposed to be fairly agro-tempo oriented. Look at that 2/2 for 1, that's a card that's designed to get under your opponent; it's not meant for a slow midrange strategy.
Basically, I'd suggest that you go for some 2 color variant, probably either blue black or red black. This means no Beckett, which I think is probably for the best.
Go lean and low, pack cheaper threats, trim the top of the curve, and get some interaction into your main deck. Fiery Cannonade, Lookout's Dispersal, Spell Pierce, Fatal Push, Essence Extraction, Walk the Plank, Lightning Strike, etc. Those sorts of cards. Look at what traditional tempo lists are supposed to be like for a clearer idea of what kind of cards are viable.
3 days ago
Hmmm, I wasn't familiar with the meta. So should I run something like Dispossess or Lost Legacy in my sideboard? I almost want to run a splash of discard, but that would distract me from my goal of smashing him in the face by turn 7 or so. As far as Ascend, it playtests well, though I'm not too sure about competitive. They don't want to waste removal on the little guys, but that's who they need to watch out for. So they save the removal for stuff like Bone Picker or Ruin Raider or Gifted Aetherborn, which I dismiss with a simple Supernatural Stamina and I soon get ascend. I love fighting Aggro because I can sometimes Fatal Push and then Bone Picker on turn 2. That's also why Dusk Legion Zealot is in, to help trigger "morbid". For dinos, I have a lot of deathtouch and a good amount of removal. I can always outpace them, too. I'm not too sure about control yet, but I think I'll win because of the speed. Any other advice? Should I run another Bone Picker or the Ammit Eternals?
3 days ago
I think tempo is the way to go as well. Pirate themed cards seem to lean that way, Siren Stormtamer, Lookout's Dispersal, Admiral's Order, Dire Fleet Poisoner and Hostage Taker attest to that. Straight up aggro doesnt seem all that good to me, and pirates dont have nearly as much pump as, say merfolk, so i think trying to pump them is a failed effort.
They do have some really epic enter the battlefield and Raid abilities though. One spell that i think is key to abuse their entrance abilities with is Siren's Ruse, as it does everything you want it to do at 2 mana in a tempo deck. saves you a creature, gets your epic enter abilities to trigger again coughHostage Takercough aannnd replaces itself by drawing you a card.
Sadly though, their win-cons are all creature based in nature, and their stats leave much to desire for. they cannot fight proper aggro decks past turn 3-4, and they cannot finish the game soon enough against other stuff with their creatures alone. they need lots off help from non-creature sources, and i think stealing your opponents win-cons is probably the best way to go.
You got the right idea here. Hostage Taker is the key card, and Protean Raider can act as a possible win-con, but again i think the ruse will help you play him more freely too, as you can always change what you copy later on of they one-up whatever you already copied.
I kind of dislike Ruin Raider though, as i dont think you can go over 2 manna on 90% of your cards when playing him, for the risk of just killing yourself. you dont wanna be forced to Abrade or lightning strike your own creature, but i feel like at some stage you will be forced to, and you better hope he got you ahead enough to win before you do. He fits in an aggro deck, and i think even though ur not running much ,you are still running too much 3-4 manna cards to really use this guy with peace of mind.
4 days ago
1 week ago
Just looking at it, it's a well-built Aggro deck which could get going quite fast. With Angrath, the Flame-Chained, he doesn't fit in quite well especially with his final neg because your opponent's will have less cards in their graveyards from Deadeye Tracker and Dire Fleet Daredevil. Definitely replace the Lightning Strike's with Abrade, it's worth it for the artifact destruction. Perhaps take out some Fatal Push's and swap them with Walk the Plank and Vraska's Contempt to take out big threats. More Forerunner of the Coalition's, could probably take out some Ruin Raiders.
1 week ago
Agreed on Ruin Raider. That's a must-add for this deck because it'll have trouble finishing games so you need some card advantage to get you past the end-line. I would also recommend 3x Claim / Fame and 1x Cut / Ribbons.