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Only thing I would change is add the 4th copy of Vantress Gargoyle and cut the 4th copy of Enter the God-Eternals on arena, but that's just because Mono-Red may be too quick for the 5 CMC removal even if it gains you life.

February 17, 2020 8:13 a.m.

I love a good tribal deck, and have considered building a pirate themed deck of my own. I think the Grixis aggro style decks are interesting, and Admiral Beckett Brass is a fun looking and vastly underplayed commander. I have a few thoughts that might help steer your deck building into a more precise direction.

One major thing I think you should lean more into the "combat damage to a player" aspect that your commander provides, as stealing permanents can be extremely important in EDH. Swarming the board with hard to block creatures will allow you to quickly gain advantage over your opponents, so I would play more cards that lean into that plan. Dire Fleet Neckbreaker, Bident of Thassa, and Rogue's Passage can help to keep pressure on your opponents, and Kitesail Freebooter provides another cheap flier that could snag removal/ramp spells from an opponent.

If you're just looking for fun tribal, might I suggest the biggest flavor win that you missed... Captain's Hook

February 11, 2020 11:56 a.m.

Hardened Scales has entered the chat...

February 7, 2020 8:08 a.m.

Said on Rakos Self Hate ......

#4

Also, 1/2 copies of Castle Embereth and Castle Locthwain could go a long way.

February 6, 2020 3:27 p.m.

Said on Rakos Self Hate ......

#5

I really like the deck, I think it plays nicely in the current meta.

That being said, I think Flame Sweep looks kinda weird in the side board, as you're likely to be able to trade with early aggression well enough. Its a sweeper that kills everything on your side as well, so it's kinda a non-bo. I'd suggest Duress to make your match against control a bit easier as you can remove their sweepers/planeswalkers proactively. Same reasoning for the Drill Bit, but it provides a great T1 option or allows you to double spell on T2. Or alternatively, you could run something like Fry or Lava Coil to diversify some of your removal options.

February 6, 2020 3:24 p.m.

Said on SuPeR FiReS...

#6

Titus7007

Yes you are technically casting the spell, it's not an ability being paid for. So it will work with Fires of Invention if you have 6 lands and the required cards in graveyard, as well as trigger anything such as Interplanar Beacon.

February 5, 2020 10:30 a.m.

Glad to help, current build looks pretty good!

February 1, 2020 10:47 p.m.

Said on SuPeR FiReS...

#8

I like the list, it looks pretty fun! Neat take on Jeskai Fires, an archetype I played a ton of (Superfriends Style last season) and still play a ton of today (Cavalier/Kenrith build). That being said, I think theres a few things that you could do to smooth out the deck.

  • One big weakness of this archetype is that generally you get tanked by any sort of Aggro opponent. Sure you side in Deafening Clarion after game 1, but honestly having some sort of real removal besides Teferi/Callous Dismissal bounce effects would be nice. Since your game plan involves making reproducible tokens, or stealing creatures, running a few main deck copies of Shatter the Sky would fit perfectly. It is very impactful as a T4 play alongside Fires of Invention, and can really buy you time against most threats in the format. Fits with Narset and Teferi, and will help smooth your curve out a bit. I would add 3/4 if it were me, but maybe a 2:2 swap with 2 copies of Saheeli would do the trick. You don't really want to prioritize Saheeli if you have a Narset or Teferi on T3, and yes it is a great token producer to allow a steal target but I think the main deck board wipe at 4 mana might just be plain better for the game plan. Seems to me that a removal heavy early game (complemented by a few board wipes) will allow you the time thats needed to set up a steal on their most impactful creature.

  • Chandra, Awakened Inferno is another option to consider for your high end. Wipes most small creatures, can exile a bigger threat, and provides a win all on its own. 1 or 2 copies in the main might be better than playing something like Karn, but its just a thought.

  • Castle Ardenvale is probably the best thing I can think to include that will benefit from staying on the Divine Visitation plan. Gives you something to do with your mana if you have Fires of Invention on board, and gives you a nice way to stabilize if you are just top-decking low impact cards. I'd play 1 or 2 depending on the number of shock lands you are able to run.

Like I said, I think its a neat take on a popular strategy. I love when people try to figure out a "competitive" gameplan around a not-so competitive card/synergy. Hope these suggestions helped!

January 31, 2020 1:10 p.m.

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