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Izzet Pirates: Now with Jet Packs!

Standard Burn Competitive Tribal UR (Izzet)

Jimbabwe88


Sideboard


Okay, so this is actually mono-blue pirates with red being used for burn, but I like the name of the deck too much to change it. :D This is my take on the Budget Mono-Blue Flying Pirates deck inspired by Gim, except it's a lot less budget and some red burn spells are added to bring the heat.

Main Deck

Creatures

Metallic Mimic is the first of the creatures because selecting Pirate as its creature type ensures that all of our creatures enter the battlefield with a +1/+1 counter on them. You may wonder why I'm not running all four copies? Well, MM is prone to removal and while it's great in tribal decks, I don't like spending two mana just to have my creature killed. Plus, I really wanted one copy of the Dreamcaller Siren in the main deck and I want to keep as many fliers in as possible. MM stays grounded so I keep it at three copies.

Siren Stormtamer is a 1/1 for that flies and has an ability to protect a creature by sacrificing itself or stopping a spell that targets you, such as Settle the Wreckage.

Storm Fleet Aerialist is a 1/2 for two mana that enters the battlefield with a +1/+1 counter on it if you attacked with a creature this turn. A 2/3 flier for two isn't bad at all.

Skyship Plunderer is here because not only is it a 2/1 flying pirate for two mana, but whenever it hits the opponent it can add a counter to something, whether that's adding another energy counter to you or a +1/+1 counter to a creature that already has a counter on it. Honestly, I just really like this pirate.

Siren Lookout is a three-drop that explores. It either enters the battlefield as a 1/2 flier that draws you a card or it enters as 2/3 flier that triggers a semi-scry.

Dreamcaller Siren is here as a one-of, because I like that it has flash and its ability to tap down two creatures if you control another pirate can slow your opponent down and help you win the game. Having flash, it can also be played after a sweeper and being a 3/3 is no joke either, especially if you have a Favorable Winds on the battlefield making the Dreamcaller a 4/4. It synergizes well with the deck and is a great curve-topper, too.

Spells

Favorable Winds is why we have all fliers in the first place (except for Metallic Mimic, of course). Flying creatures get +1/+1 for two mana. It's perfect for a deck like this. Four copies! There's nothing left to say.

Lookout's Dispersal also synergizes perfectly with this deck. For two mana you can counter almost anything. Sure, your opponent can play around it by waiting to build up four extra lands, but by that time you've probably already won. Playing that way means a Settle the Wreckage costs eight mana; it means a Fumigate costs nine mana! Your pirates are cheap. You can easily be beating down your opponent before they have a chance to get to eight or nine lands.

Opt is here because filtering a drawing is just great, especially when it's really easy to unload your hand. I considered Chart a Course, but I much prefer paying one mana for an instant speed Scry 1/Draw one.

Lightning Strike is the first of our burn spells and the reason why we're running red in this otherwise mono-blue deck. Lightning Strike kills creatures with three toughness or less and can even strike the opponent for damage. For two mana, it's just great!

Harnessed Lightning is a lot like Lightning Strike except it can only hit creatures, but it has a chance of killing bigger creatures than Lightning Strike can handle. Between this, Aether Hub, and Aethersphere Harvester in the sideboard, this deck also has a slight Energy theme to it.

Shock is... well, Shock. One mana for two damage that can hit a creature or the opponent. Need I say more?

Sideboard

Harnessed Lightning and Shock are here in case we need more of them in the main deck.

Magma Spray is another way of dealing with creatures. It works perfectly against creatures that ca return from the graveyard such as Dread Wanderer and Scrapheap Scrounger. It also deals with The Scarab God if you can put three damage on it before whether that means sacking a creature or playing a Lightning Strike and then Magma Spray.

Fiery Cannonade is a perfect sweeper against B/W Tokens and Ramunap Red for the most part since it doesn't hit pirates and all your creatures are pirates.

Negate is here in case your opponent can effectively play around Lookout's Dispersal. Sometimes getting up to 8+ mana is easy for control decks and we want to be able to stop them from sweeping us and Negate does that perfectly.

Aethersphere Harvester is a 3/5 flier that feeds off of our slight Energy theme. By paying one Energy we can give the Harvester lifelink and stay in the game longer. It's great against aggro.

Glorybringer is here only as a two-of because sometimes you just need a damn dragon to break through your opponent's defenses. It has haste and can hit and kill most things when it's exerted and getting the boost in power and toughness from Favorable Winds is no joke either. Glorybringer is a THREAT when it hits the battlefield.

Dreamcaller Siren is in case your opponent is playing just a ton of creatures and they're overwhelming you. Being able to tap them down and preventing them from attacking can be super useful and even vital in winning sometimes.

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

This deck is not Standard legal.

Rarity (main - side)

8 - 6 Rares

27 - 1 Uncommons

13 - 8 Commons

Cards 60
Avg. CMC 2.02
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