Sailor of Means


Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Common

Combos Browse all

Sailor of Means

Creature — Human Pirate

When Sailor of Means enters the battlefield, create a colorless Treasure artifact token with "Tap, Sacrifice this artifact: Add one mana of any color to your mana pool."

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Sailor of Means Discussion

dotytron on Torment From the God-Pharaoh

2 hours ago

Deathgorge Scavenger i would sb and Naga Vitalist i would drop and add in two Sailor of Means if you need those slots to be creatures and Depths of Desire or Pirate's Prize for more spells

w33m4n on Marionette Master Control

1 week ago

Yeah my local meta are very competitive players and most are net decking pros so all the usual suspects for removal and gods and planeswalkers are a regular thing. Cruel Reality would be a viable option to you I think. Funny enough I was looking at it earlier today and thinking it could be kinda useful in my deck if a game ends up dragging on too long.

As far as Panharmonicon getting hit with removal or anything is just fine. If I need it something will be used to counter if possible and otherwise the deck doesn't need it to win. With Treasure Map, Sailor of Means, and Prosperous Pirates I can still easily generate enough treasures to win, especially if I get to use Siren's Ruse to blink the creatures for extra treasure plus draw.(and the beauty that there is a ruling that blinking creatures using Siren's Ruse removes all targeting so it acts like a protection spell too if needed.)

w33m4n on Treasure Production Control

1 week ago

Ramunap does provide a bit of a challenge for the deck given its speed. Sailor of Means is definitely key as a blocker in the matchup against ramunap. Also while Baral, Chief of Compliance is burnable he is also protectable with his ability making a negate only cost or my other counters only costing or for Disallow. In the end it comes down to can he get enough damage in before I start shutting the deck down with the removal and counters that would be getting sided in for Ramunap matchup. Base version of the deck does still have the opportunity to win by turn 6-7 if the right cards for treasures come up. Both times I faced Ramunap I've won in FNM at 2-0 and 2-1 but I will say in all the matches I'm almost always under 10 life by the time I win which is very rare for this deck.

kameenook on Treasure Production Control

1 week ago

I would imagine in this meta with lots of Ramunap Red and other decks running about you want to max out on Sailor of Means? To me it seems important that you can attempt to block red decks, cubs, and if you're lucky enough to have two creatures down on board siphoners.

w33m4n on Competitive Standard treasure Deck

2 weeks ago

For the budget route this is definitely effective. Although more of an aggro route compared to Treasure Production Control. Yours is more meant to produce bodies and end up and your win condition which I'm Guessing would still be Marionette Master. My deck takes the less traditional route and goes more old school control. Generally I'm not playing any creatures till turns 5 and on with only exceptions being Baral, Chief of Compliance or Sailor of Means .Idea is pretty much play land and counter the first 4-5 turns unless an opportunity presents itself to maybe get Treasure Map or one of the 2 cheap creatures out then capitalize on Siren's Ruse to A) Blink for more tokens(especially of Panharmonicon is out), B)Cause card draw with the Pirates, C) Use it as a protection spell for other bodies due to blinking it removing all targeting from it. All leading to either a Marionette Master FTW or a Torment of Hailfire (backup options being Herald of Anguish or The Scarab God as part of sideboard. I would however recommend you run The Scarab God being you are so creature heavy

multimedia on Advantage Pirates!

2 weeks ago

Hey, interesting concept building a deck around Ruse. The problem is you're trying to combine two different strategies: midrange and aggro. The Ruse strategy doesn't really fit with aggro because Hostage is not an aggressive card it's a midrange card.

I suggest cutting the aggro strategy and playing midrange. Cutting aggro creatures Scoundrels, Captain and Spy replacing them with Sailor of Means, Vizier of Many Faces and Treasure Map  Flip. Instead of aggro consider a ramp strategy with treasures? Hostage is a very mana intensive card because you want to play what you steal with it because this gives you an advantage. Once you play something you stole with Hostage you can then start Rusing it, stealing more and then playing more. This takes a lot of mana though and treasures can make mana. Treasures also make Push an amazing removal spell because revolt is triggered when a treasure is saced.

Sailor is another Pirate who can give you value and even more with Ruse. He's a three drop and can fit into the curve here because currently you don't have a three drop. If you miss a land drop turn four you can still play Hostage using the treasure from Sailor. Stormtamer is very good at protecting Hostage and the treasure Sailor makes can let you potentially play a turn four Hostage and be able to protect her with Stormtamer because Stormtamer's ability only costs one mana and a treasure can be sac for one mana.

Map can help to find Hostage or Ruse by scrying and it makes treasures when it flips. Treasures can then be used as draw if you need that and not ramp. Getting three extra mana the turn Map flips is not to be under estimated, it's quite powerful.

Consider this midrange list:

  • 4x Stormtamer
  • 4x Freebooter
  • 4x Sailor
  • 4x Hostage
  • 2x Vizier

  • 4x Ruse
  • 4x Dispersal
  • 4x Push
  • 2x Dive Down
  • 2x Contempt

  • 4x Map

I've cut Banner for Vizier because I think Vizier can do more here because it can copy Hostage or any other Pirate or opponent creature and then you can Ruse it and copy something else. It can also be embalmed making it pretty versatile giving you many potential extra copies of Hostage.

I've added Dive Down because it's only one mana to potentially protect Hostage with a single treasure. +3 toughness is also nice making Hostage a great blocker who can't be targeted to be killed for the turn.

At some point you need a 15 card sideboard because that's how Standard works. I suggest putting a lot more protection spells in the sideboard: more Dive, Spell Pierce and Duress because these are one mana spells, good with a single treasure. Negate is also amazing. Protecting Hostage after game 1 is going to be very important because she'll be the number one target to kill by your opponent.

Good luck with your deck.

l0gin4me on Treasure Seekers

3 weeks ago

This may seem harsh, but I feel you deck would be helped if you mostly cut blue. Keep the Hostage Taker as a splash off treasure and unclaimed territories. As it is, your deck has some very aggressive cards and others that play much more toward a late game. You need to pick 1.

Here's what I would do to cut blue:Cut the Depths of Desires for Lightning Strikes. Cut the Sailor of Means and Deadeye Plunderers for more Captain Lannery Storm (up to 3), Fathom Fleet Captain (full playset), and another Dire Fleet Captain. If your willing to move outside Ixalan, I'd add 2 copies of Kari Zev, Skyship Raider. If not 2 copies of Rigging Runner could work. I'll let you figure out the now 2 color mana base.

Icbrgr on Strongest HUB

1 month ago

anyone have any thoughts on Bant blink/flicker control? with things like Sailor of Means Deathgorge Scavenger Ashes of the Abhorrent?

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