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Grixis Pirates - AHOY MATEY

Standard Midrange UBR (Grixis)

ridloncmr


Sideboard


Maybeboard


First Revision:

Hey guys/gals, I need some help.

I started playing magic about a month ago, and fell in love with the pirate tribe.

This deck has been under constant revision, and this is where it sits now.

I still can't quite close out games. I start strong, but fizzle out around turn 6-10.

I added March of The drowned, Curious Obsession, and Chart a Course to try and gets some draw, but I just can't deal with some threats later in the game.

Suggestions greatly appreciated! Thanks :)

Second Revision:

Taking out deadeye tracker, mutiny, captivating crew and curious obsession, allowed me to put in 2x Kari Zev, 3x Lookout's Dispersal, 2x Dire Fleet Neck Breaker, and one additional dire fleet poisoner.

old Card(s) => new card(s)

2x Deadeye Tracker => 2x Kari Zev, Skyship Raider: :

While Deadeye Tracker is good against a scarab god matchup, just wasn't applying enough pressure in the early game. Early game I wanted to be swinging in full force, but the tap on Deadeye Tracker's explore really REALLY sucked. Play testing with Kari Zev, Skyship Raider applied much more early game pressure; the additional attacker (card:Ragavan) is so helpful. I love it when my opponent is forced to block it!

2x Captivating Crew => 2x Dire Fleet Neckbreaker:

I absolutely love the idea of stealing an opponent's creature and then unleashing it on them, looking at the deck we have several creatures that are able to do this, i.e. Hostage Taker, Admiral Beckett Brass, Angrath, the Flame-Chained; I thought that Captivating Crew would fit right in! (and hell, even had a foil Captivating Crew, so why not?) However, I just found that Captivating Crew was way to dang expensive. I would need 8 open mana to be able to play Captivating Crew and activate his ability (in the same turn). I never once got that off. Ever. From my first revision you can see that I was struggling to close games, and that's why I looked towards Dire Fleet Neckbreaker. Pumping up attacking Pirates +2/0, is SO crucial. if you can get a turn 4 Dire Fleet Neckbreaker out, while having played a turn 1 Daring Buccaneer, turn 2 Warkite Marauder /Kari Zev, Skyship Raider well that is just a dangerous board. After playing with Dire Fleet Neckbreaker, it was a no brainer replacing Captivating Crew. Sorry Foil.

2x Mutiny / 2x Curious Obsession => 3x Lookout's Dispersal / 1x Dire Fleet Poisoner:

It hurt me letting these cards go, I mean really. Mutiny paired great with Warkite Marauder. Making their best creature a 0/1 then casting Mutiny is a great feeling. (Obviously Fatal Push would be much better, but its hard for me to invest in a card that is rotating soon.) The two-card setup for Warkite Marauder / Mutiny was costly. I would find myself tutoring up a Warkite Marauder when I had a Mutiny in hand (You know, for the lolz), when I would much rather be tutoring up something else. Curious Obsession was another same type of card where I loved drawing, but I would find that it wasnt very adaptable. With Chart a Course in tow, it just made Curious Obsession too expensive in certain situations, where I would hate losing a creature. I felt like adding in Lookout's Dispersal and one more Dire Fleet Poisoner, added a bit more depth and strategy, instead of needing a two-card setup, or potentially locking a creature to Curious Obsession, I can counter pretty much anything (or tap out an opponent) or flash in a blocker (w/ deathtouch).

Any other Suggestions are greatly appreciated! Looking forward to Dominara, I 'cough' hear 'cough' there might be some check lands to help improve this mana base. (Lookin' at you Sulfur Falls)

Third Revision:

This is mostly sideboard work.

I took out Cancel, 1x Dire Fleet Daredevil, and Fiery Cannonade.

I added Siren Stormtamer and 2x Walk the Plank.

The Cancel just seemed like hella overkill. I found that I would never sideboard in that card. Lookout's Dispersal is pretty much all I needed, the fact I can get it to cost two mana instead of three is pretty huge, especially with the mana problems I tend to have. Whenever I moved in Fiery Cannonade I actually never seemed to draw it or when I did, it would sit in my hand. I felt like adding in some real removal, would be more beneficial to me. The Siren Stormtamer helps keep your important guys alive in a match against heavy removal or control. I added the Walk the Plank's because I wanted some good ol' fashioned removal!

Fourth Revision:

Well the Walk the Plank's were short lived indeed. I broke down and just bought some fatal pushes. :*(

I also picked up some Protean Raider's and Metallic Mimic's. After playtesting I don't think they have a spot in this deck. The mimic's were too slow and I feel like the protean raider's just became hostage takers, so I will probably just buy more hostage takers.

Stay Tuned. This ride isn't over QUITE yet ;)

Post Script:

p.s. I am slowly upgrading my mana base, which ATM is a bit budget. Eventually I want to run a full playset of Dragonskull Summit, Drowned Catacomb, and Unclaimed Territory. And hopefully replace Highland lake with something fun from future sets.

p.p.s I am already dreading the day when my pirate besties rotate out of standard. Anyone think they are commander viable? :) (Obviously they would get sh*t stomped in Modern)

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Date added 6 years
Last updated 6 years
Exclude colors WG
Legality

This deck is not Standard legal.

Rarity (main - side)

2 - 0 Mythic Rares

17 - 6 Rares

24 - 7 Uncommons

2 - 2 Commons

Cards 60
Avg. CMC 2.27
Tokens Ragavan
Folders Standard
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