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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Daring Saboteur
Creature — Human Pirate
: Daring Saboteur can't be blocked this turn.
Whenever Daring Saboteur deals combat damage to a player, you may draw a card. If you do, discard a card.



McToters on
3 years ago
Nice brew! This looks like a ton of fun. I have a pirate deck and changed commanders really quickly from Brass to Marchesa, solely focusing on ETB effects from pirates. I do appreciate how you are able to use some pirates that I wish I could use--like Glint-Horn Buccaneer and Daring Saboteur.
tiffanyann on Unique Commanders
3 years ago
Oh God here we go.
Brine Hag WTF IS THIS
Dire Fleet Ravager YES.
Elaborate Firecannon MUST INCLUDE
Fathom Fleet ANYTHING
Forerunner of the Coalition COP DFR
Gyruda, Doom of Depths SHOULD WE DO ALL EVEN HAHA NO
lagotripha on
Speedy pirates
3 years ago
Echoing wallisface, budget aggro lives or dies by casting 1 mana spells as fast as possible.
If you move to straight rakdos colours, you lose only Daring Saboteur and Frantic Inventory , while your mana becomes a lot more reliable.
With the land set here, I'd go so far as to run almost entirely 1 colour with splashes for higher cmc spells.
A few options; Deadeye Tracker + Grasping Scoundrel + Outcast with a focus on 1 and 2 mana black spells - Kitesail Freebooter in particular is good in a black shell with other sources of discard.
Rigging Runner + Daring Buccaneer + Fanatical Firebrand will work well with a focus on fast damage partucularly spells that deal direct damage and like creatures. I'd look at Captain Ripley Vance and the budget staple Curse of Stalked Prey alongside sources of evasion.
Blue as a primary colour has some neat options if you want to go for a more instant-speed tempo game - Siren Stormtamer , Spectral Sailor , & Brineborn Cutthroat , while opening up sideboard tricks like Crafty Cutpurse and cheap past staples like Mana Leak .
There are a few notable pirates to build combos around - Skyship Plunderer , Timestream Navigator , but they don't have a coherent theme which will make builds awkward.
multimedia on
Sea of Thieves
4 years ago
Hey, well done for your first Commander deck on such a low budget.
Because of the low budget all my card suggestions will be $1 or less each. With Brass you want more low mana cost (CMC) Pirates who have evasion that way you can more easily do combat damage to an opponent with three Pirates. The two best evasion abilities to give Pirates are flying or unblockable as these will give the most potential to do combat damage to a player.
- Departed Deckhand: consistently is unblockable since there's a few Spirits played in Commander, but not in all decks. He can be a way to use mana each turn to activate his ability (mana sink) to make another Pirate or Pirates unblockable.
- Warkite Marauder: flying Pirate who has a strong attack trigger since you can make one creature of the opponent your attacking a 0/1 meaning if that creature blocks one of your Pirates it will die. This ability makes it easier to do combat damage to an opponent because your opponent is not going to block with the 0/1 and risk losing their creature.
- Malcolm, Keen-Eyed Navigator: flying Pirate who can be a ramp engine by creating treasures. Malcolm and any other Pirates who do combat damage to an opponent creates a number of treasures equal to the number of different opponents who were dealt damage. Malcolm triggers to create a treasure whenever a Pirate does any kind of damage to a player not just combat damage.
- Fathom Fleet Captain: Pirate with menace and menace can be evasion, but only if the opponent you're attacking has few creatures to block with since the ability means that Fathom can't be blocked except by two or more creatures. He can be a repeatable source of Pirates, creating Pirate tokens.
- Coercive Recruiter: doesn't have evasion, instead it has a powerful repeatable effect to gain control of opponents creatures and the creatures you gain control of become a Pirate until end of turn. Recruiter triggers whenever any Pirate you control enters the battlefield (ETB) meaning as long as you have Pirates to cast or Pirate tokens to create they can help to clear the way for attacking Pirates to do combat damage to an opponent.
- Daring Saboteur: can make itself unblockable and she can be a repeatable draw source when she does combat damage to an opponent.
- Coastline Marauders: has trample, trample is evasion and he can do a lot of trample damage. With trample extra damage that a creature can do when blocked is done to the defending player instead. If he has 6 power and is blocked by opponent's 2/2 then 4 damage is done to the defending player.
There's some good support cards that can help Pirates to trigger Brass, protect Pirates or give you card advantage to stay ahead in the game.
- Reconnaissance Mission: can be lots of repeatable draw. Good with Pirates who have evasion because each Pirate who does combat damage to a player you draw a card.
- Archetype of Imagination: effect to want to ramp into by giving all creatures you control flying and makes it so your opponents can't block your creatures because they lose flying. Only an opponents creature with Reach can block your creatures with flying.
- In Garruk's Wake: effect to want to ramp into. Board wipe that only destroys all your opponents creatures and Planeswalkers. This is a powerful effect in multiplayer Commander and it can clear the battlefield for your Pirates to safely attack your opponents.
- Negate: staple counterspell that's easy to cast. Stops a board wipe for two mana.
Rainbow lands in Commander are very helpful when playing many colors. Most Rainbow lands are expensive price cards, but there's three staples that are each less than $1.
- Command Tower: staple land for any two or more color decks in Commander.
- Exotic Orchard
- Path of Ancestry: tribal land for repeatable scry which helps with which cards you draw.
These 14 cards suggested could be added for about $8. If interested I offer more advice in another comment, including suggestions of cards to cut. Good luck with your deck.
multimedia on
Wait.. Budget Pirates?
4 years ago
Hey, you're welcome.
Group Hug draw theme is interesting, haven't seen this theme with Pirates. Breeches ability kind of goes against Group Hug though because the strategy is to make all your opponents exile cards and you want to cast them/play with your opponents cards. You can choose which opponents are dealt damage by Pirates, but sometimes you don't have a choice who you can attack due to the battlefield/board states. You attack the opponents who can't block your Pirates to get value from Malcolm and Breeches; makes politics difficult.
Drawing cards is excellent, but letting all your opponents draw cards does take away an advantage that Malcolm gives you. Because of Malcolm/Pirates you will have enough mana to cast all cards in your hand as well as your opponents exiled cards. If you're drawing cards then you can keep casting cards, advancing your game plan, because of treasures and exile, but if opponents are also drawing just as many cards then you lose this advantage.
Glint-Horn Buccaneer is the real reason right now to want to play Pirates especially using Malcolm as a Commander. When Buccaneer attacks the combo can be a win condition, lots of draw and lots of ramp/treasures which is amazing from one Pirate. It's really a one card combo since all you have to do is find/draw Buccaneer since Malcolm is in the Command Zone.
Some Cards to consider cutting:
- Brass's Bounty: doesn't do enough for seven mana since don't want to ramp into it with treasures instead needing at least six lands to get enough value for seven mana.
- Mirror March: Molten Echoes is a better repeatable token producer which makes Mirror six drop redundancy.
- Sisay's Ring: don't really need four drop ramp; it could be replaced by a low CMC Pirate with evasion to help to trigger Malcolm.
- Fell Flagship: +1/0 to all Pirates is subpar and rarely will you want to crew it to attack because it has no evasion and isn't a Pirate.
- Sailor of Means: all it does is make a treasure which is in my opinion not good enough when there's other options that do more.
- Trailblazer's Boots: the most situational equipment from the rest to potentially make a Pirate unblockable.
- Pongify: is fine, but there's better options for removal.
Some changes to consider:
- Glint-Horn Buccaneer > Brass's Bounty
- Departed Deckhand > Mirror March
- Siren Stormtamer > Sisay's Ring
- Tandem Lookout > Fell Flagship
- Daring Saboteur > Sailor of Means
- Mask of Memory > Trailblazer's Boots
- Chaos Warp > Pongify
multimedia on
Wait.. Budget Pirates?
4 years ago
Hey, well done first version and less than $100 is impressive.
Consider this $8 upgrade?
- Glint-Horn Buccaneer
- Archetype of Imagination
- Departed Deckhand
- Siren Stormtamer
- Tandem Lookout
- Daring Saboteur
- Mask of Memory
- Comet Storm
- Chaos Warp
- Path of Ancestry
Glint-Horn Buccaneer is a combo with Malcolm which can be lethal damage to your opponents as a win condition, lots of card draw to find a card you need and if you have three or more opponents create lots of extra treasures. Without the combo Buccaneer is excellent to trigger Malcolm and Breeches because he does damage to each opponent. It's worth expanding on repeatable looting (draw/discard effects) with Buccaneer such as Mask of Memory and Daring Saboteur.
14 of the 24 Pirates here will have a difficult time doing combat damage to a player because they lack evasion. You have some ways, mostly equipment, that can make the equipped creature unblockable, but these only work with one Pirate. Archetype of Imagination is the kind of budget card you want to ramp into with treasures because it gives all creatures you control flying and unblockable since your opponents creatures lose flying meaning they're unable in combat to block flying creatures.
Departed Deckhand is a two drop Pirate who will consistently be unblockable. He's also a mana sink to make other Pirates consistently unblockable especially Breeches. Siren Stormtamer is a one drop flying Pirate who can sac itself if you need it to protect another creature or yourself from a spell or an ability.
Tandem Lookout is helpful repeatable draw especially if soulbond to Glint-Horn Buccaneer or Lightning-Rig Crew because then you draw cards equal to the number of opponents you have each time. Lookout can pair with different creatures when him or they ETB. It can first soulbond with Malcolm and then if you want another Pirate later on; just pairing with a flying Pirate is good.
Comet Storm is a versatile instant removal spell (any targets) that can also be a potential win condition with lots of ramp/treasures. Chaos Warp is a versatile instant removal spell (any permanent). Path of Ancestry is a budget Rainbow tribal land that can be repeatable scry.
If interested I offer more help including cards to consider cutting. Good luck with your deck.
TheVectornaut on
Blue Green Something
4 years ago
I love taking a pile of cards and seeing what you can turn it into! I don't know which cards you have or what budget you have for acquiring new ones, but I'll list some cheap suggestions I have for a variety of archetypes you could pursue.
1) Simic ramp: Already goes well with Air Elemental, Archetype of Endurance, Oakgnarl Warrior, Overgrown Battlement, Yavimaya Wurm, Simic Keyrune. Some inclusions might be Llanowar Elves, Axebane Guardian, Coiling Oracle, Maraleaf Pixie, Beanstalk Giant, Terra Stomper, Lorthos, the Tidemaker. The goal is to accelerate into big threats.
2) U/G unblockable: Already goes well with Marang River Prowler, Downpour, Giant Growth, Might of the Masses, Aqueous Form, Coastal Piracy, Turntimber Grove. Some inclusions might be Curious Obsession, Daring Saboteur, Mist-Syndicate Naga, Ohran Viper, Trygon Predator, Distortion Strike. The goal is to get value from hitting with unblocked creatures.
3) U/G tempo/control: Already goes well with Breaching Hippocamp, Cloaked Siren, Mist Raven, Fog, Negate, Unsummon, Voyage's End, Claustrophobia. Some inclusions might be Vapor Snag, Dissolve, Mana Leak, AEtherling, Delver of Secrets Flip, Devastation Tide. The goal is to deny the opponent their things while playing tricky threats of your own.
I also see cards in here that could work with mono green Assault Formation, simic +1/+1 synergy, or flying tribal, so you have a lot of options. As a sidenote, I'd also recommend upping your land count to about 24 while you have so many 5+ cost cards in the deck. Anyway, good luck!
ZendikariWol on
Dalakos, Crafter of Wonders
5 years ago
First and most importantly, have you considered naming this deck "Dalakos's Artifact Stack Attack," because I think that would be wonderful.
Beyond that, though, have you considered the following:
Balefire Dragon (because it's fantastic), Captain Lannery Storm (because she's a warm body that ramps), Cephalid Constable (because it's a criminally underrated masterpiece), Daring Saboteur (because it loots and is evasive af), Fervent Champion (because it's an excellent voltron), Flameblast Dragon (because removal is nice), Grenzo, Havoc Raiser (because stealing spells is fun), Hellkite Tyrant (because 20 artifacts, with this deck? Sure, you'll need help, but that's what your opponents are for!), Hero of Oxid Ridge (in case you have any pesky token strats in your meta), Legion Loyalist (because why not just give your creatures all the keywords at that point), Markov Blademaster (because double strike is just really strong), Niv-Mizzet, Parun (in case storm exists in your meta), Prophetic Flamespeaker (because it's got double strike, trample, and card draw), Rapacious One (because INFINITE BLOCKERS), Scab-Clan Berserker (in case, once again, of Storm), Scourge of the Throne (because it's real good), Tandem Lookout (because drawing two cards per turn is nice), Tyrant's Familiar (because, once again, removal is wonderful to have), Varchild, Betrayer of Kjeldor (because it basically creates tokens for you), Windreader Sphinx (because it's a LOT of card draw), Basilisk Collar (because lifelink is super good), Batterskull (see prior), Champion's Helm (because hexproof is important), Embercleave (for obvious reasons), Golem-Skin Gauntlets (because more power is better), Heirloom Blade (because it's a steep stat boost and a death trigger, maybe), Loxodon Warhammer (because lifelink is basically super-vigilance anyway), Prowler's Helm (because evasion is nice), Rogue's Gloves (because card draw is good to have), Shadowspear (because it's nuts), The Sword Cycle (because you feel like droppin 16,000,000,000$), Sword of Vengeance (because holy keywords, Batman!)
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