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Welcome aboard the Weatherlight

Have you always wanted to be a pirate? Did you always dream of flying? Do you like to dig for buried treasure? Well then Captain Sisay wants you to join her crew of hearty mates and take to the skies aboard the Weatherlight in search of glory and booty. Join the crew of the Weatherlight and become a Sky Pirate!

Any good pirate outfit needs a qualified Captain to lead them, and there are none more qualified than Sisay, Weatherlight Captain. She's an experienced plunderer, an expert assembler of crews, master of all five languages and cultures to be found among the planes, and a fearless commander in the face of adversity. As she accomplishes legendary achievements her legend grows and so too does her crew and it's capabilities.

"All hands on deck boys, cause this ship was made to sink. Your swabber salutes you now, but I know what she's thinking." - Stephen Jenkins, Third Eye Blind

The Weatherlight is a fine vessel indeed, well stocked with the tools of the trade. Her mission is simple: provide the crew the means to ransack and plunder the outlying towns and ports of the territory, but also provide the common people with a fair share of the proceeds so that the plundering might continue indefinitely. It would surely be folly to upset the locals to the point they call in the might of the Navy to put a stop to the fun of a plundering lifestyle. A good Captain knows that appealing to the locals is the best way to have them join the cause. Sisay is the best of the best and her ship, the Weatherlight, is the perfect tool for the job.

No sailing vessel takes to the open skies without first battening down the hatches. The first task the good Captain will assign to you when you join up is to ready the vessel for the voyage. The Weatherlight must have the right provisions for it's journey to be a successful one. A fairly standard assortment of ramp tools will ensure that the Weatherlight always has a strong wind in her sails. A common first port of call on many voyages will be Legion's Landing  , one of the easier legendary achievements for Sisay to complete before she begins the Search for Azcanta   in earnest. With some of the preliminary Explorations out of the way Sisay might task you with finding stronger winds to make better time. Oath of Teferi, Wilderness Reclamation, and Unwinding Clock will provide the speed the good Captain demands.

While the Weatherlight might begin the voyage with Sisay having only you to crew her, she must acquire the assistance of additional crew members to complete her mission. Deck Hands Wrenn and Six, Jace Beleren, Oko, Thief of Crowns, Aminatou, the Fateshifter, and Gideon of the Trials will usually be the first to join up as they are very often found carousing the local ports of call. Junior Officers Elspeth, Knight-Errant, Narset of the Ancient Way, Lord Windgrace, Sarkhan Unbroken, and Ugin, the Ineffable will tend to come along as the need for a chain of command grows. First Mate and Executive Officer Teferi, Temporal Archmage is an expert at getting the best out of the crew members and can dramatically improve the efficiency with which the crew gets it's work done. If the whole crew can be assembled the Weaterlight will be a very smooth operating, plundering machine.

Captain Sisay is very particular about who she allows to join her crew, no overly nefarious types will be allowed. Just because this is a pirate outfit doesn't mean Sisay won't hold her crew to certain moral standards as this prevents the locals from being overly brutalized as the Weatherlight proceeds with her mission.

A pirate crew is only as good as the armaments they have available to wield. Sisay has elected to leave the big Armageddon guns at home to avoid the Supreme Verdict of the Navy, but she knows better than to arm the crew with inferior weapons lest they bring a Throwing Knife to a Lux Cannon fight. Most of the armaments included (like Counterspell, Abrupt Decay, and Swords to Plowshares) will avoid unnecessary collateral damage to the locals in an effort to encourage them to continue to trade and do business with the Weatherlight and her crew. But just in case, Sisay brings a small number of heavier guns in Contagion Engine, Vandalblast, and Cyclonic Rift for truly dire situations as these weapons can also be more selective when their full firepower isn't needed. Ugin, the Ineffable and Narset of the Ancient Way are Sisay's go to Lieutenants in military actions as both always carry their weapons with them.

In order to best direct the Weatherlight in her mission Sisay needs to have a means of getting her bearings to consistently navigate the open skies. Use of the compasses in these situations will make certain Sisay will find the right navigational landmarks in a timely fashion to keep the Weatherlight operating at maximum efficiency. Liberal early use of compasses to acquire the positions of Wrenn and Six, Wilderness Reclamation, or Unwinding Clock is very much encouraged to ensure a smooth, profitable voyage. In the later stages of a voyage navigating directly to treasure destinations such as Summer Bloom, Squandered Resources, and Crucible of Worlds can save a healthy amount of time and resources.

The ultimate goal for pirates everywhere, is, of course, to find buried treasure. The Weatherlight carries a healthy number of shovels for just these situations. For Sisay, the ultimate treasure of treasures is the perfect Treasure Chest. Once assembled, the Treasure Chest can dig for additional treasures itself, supply unlimited resources, and even bury itself back up to prevent the location from being discovered. A limitless cornucopia that can only be described as the true dream of the truest of pirates.

Operating the Treasure Chest can be complicated, and new crew members are required to read the operations manual.

The Treasure Chest functions in a simple enough manner. With 3 Islands, Squandered Resources, and Crucible of Worlds in play, Mystic Sanctuary and Waterlogged Grove (or similar horizon land) available to be played in hand or already on the board, and an available the Treasure Chest is ready to be opened. Use the to cast Summer Bloom to net three additional land drops. Play Mystic Sanctuary, using it's triggered ability to put Summer Bloom back on top of the library. Play Waterlogged Grove. Play any other land that can produce green mana (including those already in play by first sacrificing it to Squandered Resources for mana). Tap the Mystic Sanctuary for , sacrifice it for , tap the other land for , sacrifice it for any color of mana it can produce. Use to sacrifice Waterlogged Grove for it's ability to draw a card and draw Summer Bloom from the top of the deck. There is now remaining to cast Summer Bloom as well as one left over mana of any color that the third land could produce. Repeat this loop for infinite mana.

This loop can also generate infinite draw. Every third iteration of the loop can be used to play Waterlogged Grove, use the from the Sanctuary to draw Bloom off the top, then replay Waterlogged Grove and use the second from sacrificing Sanctuary to draw the next card of the library.

Alternatively, the loop can also be used to restock the library with relevant instants and sorceries. Every third iteration of the loop can be used to play Mystic Sanctuary to put any instant or sorcery on top of the deck, then tap the Sanctuary for mana and sacrifice it for mana before playing it again from the graveyard to put Summer Bloom back on top of the library. The third additional land play can then be used to play Waterlogged Grove, sacrificing it to draw Bloom off the top.

With Noxious Revival these loops can be used to return every card in the graveyard to the library. First generate infinite mana, next generate infinite land drops by only using two land drops per loop iteration to play Mystic Sanctuary and Waterlogged Grove to reset, redraw, and replay Summer Bloom. Then cast Noxious Revival on any target in the graveyard to put it on top of the library, play Mystic Sanctuary to put Noxious Revival on top, play Waterlogged Grove, then sacrifice Mystic Sanctuary for mana and Waterlogged Grove to draw the Noxious Revival. Repeat this portion of the loop until all cards are returned from the graveyard to the library to allow the Treasure Chest to cover itself up and hide the location of the dig site.

Sisay and the Weatherlight crew will, from time to time, find it important to trade with the locals for goods and services. A wise Captain, Sisay will always make time to render aid where possible and share any excess spoils so that her plundering efforts might continue unabated. Jace Beleren is perhaps the most generous crew member in these matters and is often appointed the lead in bartering situations. Gideon of the Trials and Oko, Thief of Crowns can help render assistance to locals suffering from overly aggressive neighbors. Aminatou, the Fateshifter, in charge of the Weatherlight's logistics, can even appoint the entire Weatherlight operation to intervene on behalf of locals in dire need of asylum (as well as appropriate the tools of oppression from an unruly warmonger). While hesitant to use the crew's armaments for aggressive purposes, Sisay will often find herself in a position to make difficult decisions regarding their use when in discussions with local authorities.

No self respecting Sky Pirate ever attempts this. It's just ill mannered and Sisay is the most respectable pirate around. In order to ensure an indefinite lifetime of plundering luxury, Sisay will always side with a local and cede ultimate authority to them when she decides to retire for a well earned vacation and sends the crew on leave.

Sisay, Durdle Captain and Sky Pirate is a high powered deck I created for more casual commander affairs. It's existed in various iterations essentially since Sisay was released as the means to show off some of my powerful cards and planeswalkers without adversely disrupting any playgroup I might happen to come upon. The deck is powerful enough to hold it's own against all but the most competitive decks in the format, but has a unique game plan that revolves around having a fun time at the table and participating with other players to allow everyone to do cool things that makes it an ideal choice for even the least competitive settings. I've never "won" a game with this deck, in any iteration it's existed in, as this isn't part of the plan. Rather, I tend to simply establish an unassailable position and hang out drawing cards and making tokens while playing politics to ensure everyone's deck gets to do it's thing before the game ends in a climactic finish. It's one of the most enjoyable decks I play as I've always been partial to "super friends" style concepts. Mostly the deck tries to stay away from board wipes, stax effects, and a number of other types of cards that many players tend not to enjoy playing against though my blue mage roots will never let me completely pass on a counter magic interaction suite. Building around the theme of the Weatherlight and her Crew was also a blast to do

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Revision 2 See all

(3 years ago)

-1 Dispel main
+1 Nature's Claim main
Date added 3 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

18 - 0 Mythic Rares

51 - 0 Rares

12 - 0 Uncommons

19 - 0 Commons

Cards 100
Avg. CMC 1.99
Tokens Bird 2/2 U, Cat Warrior 2/2 G, Dragon 4/4 R, Elk 3/3 G, Emblem Elspeth, Knight-Errant, Emblem Gideon of the Trials, Emblem Narset of the Ancient Way, Emblem Teferi, Temporal Archmage, Emblem Wrenn and Six, Food, Soldier 1/1 W, Spirit 2/2 C, Vampire 1/1 W
Folders Commander (Casual)
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