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Creature — Siren Pirate Wizard
, Sacrifice Siren Stormtamer: Counter target spell or ability that targets you or a creature you control.
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Siren Stormtamer Discussion
14 hours ago
You need some Unclaimed Territory in this deck for sure. Pirates OH MY! I am not a huge fan of Deadeye Brawler you can get way more control of the game with Hostage Taker. Cut is great removal but not as powerful because its a sorcery and not an instant. Removal to consider: Fatal Push, Vraska's Contempt, or Lightning Strike. Counter abilities are very useful too. Consider Lookout's Dispersal or Siren Stormtamer. Those are my suggestions! You are on your way to a good looking deck.
3 days ago
Running white can really help with stalling out the game, but I'm not entirely convinced that this deck has enough late game oomph to seal the deal against mid-range decks or other decks that run a little control. I think that against mono-red you have a good shot but against merfolk or other pirates you might struggle a bit more. I think that some early treasure production and control like Gleaming Barrier, dire fleet hoarder , Kitesail Freebooter, or Siren Stormtamer might help you ramp up your side of the board towards a faster win or slow down the enemy's momentum right from the start of the game.
4 days ago
5 days 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.
6 days ago
Your curve is a little bit high, changing some cards with the ones I just suggest will be a great improvement.
6 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.