Raise the anchor, hoist the mainsail, and set off with us for treasure and adventure on the high seas.

is appreciated if you like this deck.

C'mon, show some love.

All suggestions made for this deck will be considered. That doesn't mean they will automatically be adopted, no matter how special you think they/you are.

I see decks very differently than most people. I know what suits my play style, and my local meta.

I don't follow deck building "formulas".

Think before making a suggestion. If you are going to insist up front that it is the ONLY thing that can make this deck better, or make snide comments about my choice of cards/theme, or if you are going to be a jerk in general, then save us both the trouble and just go away.

Do some research before pointing out that my cards aren't Standard legal.
I usually know What's In Standard

Under Consideration for Sideboard

4x Duress
4x Essence Scatter
3x March of the Drowned
4x Negate
3x Vanquish the Weak
3x Walk the Plank

This deck has two themes:

  1. Pirate Tribal.

  2. Using Creatures and Vehicles as though they are also non-creature spells. Mostly to disrupt the Opponent.


Early Game

  • Siren Stormtamer is your best Turn 1 play. It's not a waste in the late game, as it can then be used as a Counter spell.

  • Your best Turn 2 play is Kitesail Freebooter as it lets you see what your Opponent is holding, and grabs their most annoying non-creature spell, even if only for a while. Knowing what is in your Opponent's hand lets you play accordingly.

  • Walk the Plank is good for interrupting your Opponent's tempo from Turn 2 onwards.

Mid Game

  • Aethersphere Harvester should be cast ASAP as it is a good early blocker, while also allowing for some life gain.

  • Ruin Raider can provide some card draw to get you out of trouble, and can solo Crew Skysovereign, Consul Flagship in the late game. Be careful not to cast it if your life is low, as its trigger ability can easily make you lose the game.

  • Hostage Taker is the lynchpin of this deck. Use it to steal your Opponents Creatures AND MAKE THEM YOURS. Wish you were playing Dinos or Merfolk? Just take them from your Opponent.

  • Use Dreamcaller Siren to muck up your Opponent's Mid to Late game plans. Flash it in as soon as they move to Combat, and tap two of their heavy hitters. Alternatively, Flash it in prior to your Combat phase to give your Creatures a clear path to victory. It can also be used as a handy way to solo Crew Skysovereign, Consul Flagship.

Late Game

  • If you play Skysovereign, Consul Flagship you can deal 3 damage to either a Creature, or a Planeswalker. That can be enough to take the heat off. You can use it to slowly pick off smaller Creatures, every time it attacks.

  • The Scorpion God can be used to get a copy of either a dead Dreamcallwr Siren or Hostage Taker on the field, or to put copies of dead Opponent Creatures on your side.

  • Use Search for Azcanta  Flip to filter cards, and for late game draw. If you flip it you can play a second one, to both filter AND draw.

    In testing I have discovered that it is often better NOT to flip Search for Azcanta  Flip, as Azcanta, the Sunken Ruin can put Creatures you need on the bottom of your library. To flip or not to flip is situational, except if you are able to flip, then play a second Search for Azcanta  Flip.

  • You want to continually hold mana up at this stage of the game, in order to play Instants at opportune times, to activate the ability on Siren Stormtamer, or to draw through the ability of Search for Azcanta  Flip.


  1. Early damage with Siren Stormtamer, and Kitesail Freebooter.

  2. Whacking the Opponent with their own Creatures, stolen by Hostage Taker or The Scarab God.

  3. Flying damage from Aethersphere Harvester or Skysovereign, Consul Flagship.


Lands produce the same amount of and , as that is what is needed in the early game.

Aether Hub lets Aethersphere Harvester have another to use, and can also help to colour fix.

Fetid Pools help to colour fix, allow Drowned Catacomb to come in untapped, and can be Cycled for draw in the late game.

Scavenger Grounds can be sacced in response to the Opponent retrieving something from the Graveyard.

[ Formerly in this deck: Choose "Pirate" for Unclaimed Territory. You can then use it to cast every Creature. ]

Disallow Counters everything, stops Planeswalkers from achieving their ultimate, and Counters the trigger on the second Approach of the Second Sun.

Dispossess removes all copies of Torrential Gearhulk or God-Pharaoh's Gift from decks.

Fatal Push is one of the better Instants, at the moment. Sac Scavenger Grounds to trigger its Revolt ability.

Yahenni's Expertise lets you slow down decks that have gone wide.


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Revision 31 See all

3 weeks ago)

+3 Dire Fleet Poisoner side
+1 Vraska's Contempt side
-4 Disallow side
+4 Disallow maybe