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Format | Legality |
1v1 Commander | Legal |
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Arena | Legal |
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Canadian Highlander | Legal |
Casual | Legal |
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Highlander | Legal |
Historic | Legal |
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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 |
Fathom Fleet Captain
Creature — Human Pirate
Menace (This creature can't be blocked except by two or more creatures.)
Whenever Fathom Fleet Captain attacks, if you control another nontoken Pirate, you may pay . If you do, create a 2/2 black Pirate creature token with menace.
NV_1980 on U/B/R Pirates
7 months ago
Some ideas to add to the theme/tribalism of your deck :)
- Blatant Thievery/Bribery/Expropriate/Insurrection: Take what you can, give nothing back!
- Breeches, Brazen Plunderer: is awesome at helping you steal your opponents' stuff.
- Coastal Piracy: lots of potential draw and very much in theme.
- Coercive Recruiter: another awesome card for stealing stuff, this time for opposing creatures already on the battlefield.
- Fathom Fleet Captain: yay, a pirate-generator!
- Kukemssa Pirates: now we're stealing artifacts too!
- Ruthless Knave: sacrifice the creature you just stole and create some treasure tokens instead.
- Zephyr Singer: wait, what?! FLYING pirates?
trippy_mcfly on Cumly Cube
1 year ago
Introducing Cumly Cube 1.2! 12 months ago, Cumly Cube was updated to Cumly Cube 1.1, offering many needed changes to the card pool. While this fixed some glaring errors, other faults in the cube remained, and a year of careful consideration has hopefully identified all of them. For Cumly Cube's 1.1's 1-year anniversary, I have chosen to make some changes. These changes serve a few functions:
One of them is to smooth the power level of cards in the pool. There should be very few slam-dunk picks or unplayable cards.
Another is to remove the snow card type from the pool. This makes it so players only have the option of including regular basic lands in their deck, increasing accessibility and ease for drafting.
A third is to balance the level of aggression in strategies. It was identified that playing strong, expensive creatures was a dominant strategy in Cumly Cube 1.1, since there was not enough support for aggressive decks to go under this strategy. While aggressive decks are still not supported heavily, a few changes in the card pool have hopefully shifted the meta to a point in which tempo will be an important dynamic in most matchups.
A fourth and final change is in the creature types. All creatures now belong to a supported creature type, and all non-creature cards that produce creature tokens produce tokens that belong to a supported creature type as well, meaning that tribal synergies are going to be emphasized in Cumly Cube 1.2, as was an original goal of this Cumly cube.
One more thing to note is an important change to the rules. Rule 907 has been removed. Players can no longer use this rule to conjure a basic land of any type into their hand, increasing a need for disciplined drafting. While this rule allowed players to play more ambitious decks, it removed the use for Banners, Lockets, and other methods of fixing mana. Ambitious decks are still possible in Cumly Cube 1.2, they just require some extra effort to draft.
Here are the individual card changes, provided with brief justifications:
CUTS:
ARTIFACT
Arcum's Astrolabe: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Ankh of Mishra: Too weak in power level Coalition Relic: Too much utility for general decks Coat of Arms: Ideally, this card would often be symmetrical, since opposing players would have tribal synergies, thus making it too weak in power level Coercive Portal: Too strong Coldsteel Heart: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Crowded Crypt: Creates zombie creature tokens, a creature type not supported in Cumly Cube 1.2 Explorer's Scope: Too strong and too much variability Fellwar Stone: Too strong Glasses of Urza: Too weak in power level Grafted Skullcap: Too narrow Mask of Memory: Too much utility for general decks Paladin's Shield: Too weak in power level Scroll Rack: Too little synergy with the rest of the card pool Sword of Feast and Famine: Protection leads to less interactive games, a dynamic not desirable in Cumly Cube Sword of Fire and Ice: Protection leads to less interactive games, a dynamic not desirable in Cumly Cube Sword of Light and Shadow: Protection leads to less interactive games, a dynamic not desirable in Cumly Cube Sword of Truth and Justice: Protection leads to less interactive games, a dynamic not desirable in Cumly Cube Talisman of Conviction: Too powerful Talisman of Hierarchy: Too powerful Talisman of Resilience: Too powerful
CREATURE
Allosaurus Shepherd: Removed to lower the presence of elves and green creatures Angelic Curator: Too weak in power level. Additionally, protection leads to less interactive games, a dynamic not desirable in Cumly Cube Apex Devastator: Card advantage should require more synergy than slamming one creature card Apex Hawks: Too weak in power level Arcbound Reclaimer: Too weak in power level Avacyn's Pilgrim: A mana dork that costs 1 mana with no drawback is too powerful and too obvious a choice of a Cumly Ascendant Spirit: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Battered Golem: Too weak in power level Beast Whisperer: Too powerful Birds of Paradise: A mana dork that costs 1 mana with no drawback is too powerful and too obvious a choice of a Cumly Boreal Druid: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Boreal Outrider: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Bosh, Iron Golem: Too weak in power level Bottle Golems: Too weak in power level Brokkos, Apex of Forever: Mutate cards have been removed to make Cumly Cube 1.2 more accessible Cartographer: Too weak in power level Chillbringer: Too weak in power level Dryad of the Ilysian Grove: Not a supported creature type, plus too much utility for general decks Elvish Visionary: Removed to lower the presence of elves and green creatures Erebos, God of the Dead: Too strong of an engine for an indestructible card Eternal Witness: Removed to lower the incentive for primarily green strategies Ethereal Valkyrie: Card advantage should require more synergy than slamming one creature card Garth One-Eye: Too complicated of a card Goldspan Dragon: Too strong in the treasure matters archetype Hellkite Tyrant: Too strong of an alternate win condition in multiplayer games and too powerful after sideboarding against artifact-based strategies Hogaak, Arisen Necropolis: Not a viable addition to almost any deck Icehide Golem: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Illuna, Apex of Wishes: Mutate cards have been removed to make Cumly Cube 1.2 more accessible Ingot Chewer: Too powerful against artifact-based strategies Karmic Guide: Protection leads to less interactive games, a dynamic not desirable in Cumly Cube Kozilek, Butcher of Truth: Too strong Kozilek, the Great Distortion: Too strong Looter il-Kor: Not a supported creature type Lotus Cobra: Too obvious a choice of a Cumly Master Skald: Too weak in power level Metalworker: Too strong in artifact-based strategies Mirror Golem: Protection leads to less interactive games, a dynamic not desirable in Cumly Cube Omnath, Locus of Creation: Too strong Prosperous Innkeeper: Not a supported creature type Rimescale Dragon: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Sea Drake: Too weak in power level Sea-Dasher Octopus: Mutate cards have been removed to make Cumly Cube 1.2 more accessible Skeletal Wurm: Too strong Snapcaster Mage: This card is commonly played in many formats, and fits the same role in Cumly Cube as it does in other formats. That is too boring for Cumly Cube Solemn Simulacrum: Too much utility for general decks Svella, Ice Shaper: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Thada Adel, Acquisitor: Too powerful after sideboarding against artifact-based strategies Thassa, God of the Sea: Too weak in power level Tireless Tracker: Too powerful Torgaar, Famine Incarnate: Too direct of an impact on life total True-Name Nemesis: Protection leads to less interactive games, a dynamic not desirable in Cumly Cube Ulamog, the Ceaseless Hunger: Too strong Waterfront Bouncer: Too much utility for general decks
ENCHANTMENT
All That Glitters: Too generically-useful of an effect given the presence of artifacts in many decks Ascent of the Worthy: Too cheap for a reanimation effect Blood Sun: Too narrow Curiosity: This effect exists with Keen Sense, and it is more interesting to have that effect be in Green than Blue Duelist's Heritage: Too weak in power level Endless Scream: Too weak in power level Grounded: Too weak in power level Havoc: Too weak in power level Hero's Resolve: Too weak in power level Moonlit Wake: Too weak in power level Path of Mettle Flip: Too weak in power level Shared Animosity: Too aggressive Sunbond: Too generically-useful of an effect given the presence of life gain in many decks The Mending of Dominaria: Mill of any kind is not supported in Cumly Cube 1.2 True Conviction: Too weak in power level Unfulfilled Desires: Too much utility for general decks Unspeakable Symbol: Too aggressive Cold Snap: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Freyalise's Radiance: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Glacial Plating: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Rime Transfusion: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks
INSANT
Abrade: Too much utility for general decks Artifact Blast: Interaction with artifacts should be found as removal, allowing artifact decks to realize their synergies Assert Authority: Too generic of a counter spell for artifact-based strategies Blazing Salvo: Too weak in power level Burning Hands: Color-specific hate cards lead to less interesting sideboarding strategies Celestial Purge: Color-specific hate cards lead to less interesting sideboarding strategies Confound: Too strong in certain matchups after sideboarding Crop Rotation: Too strong in Dark Depths decks Dark Remedy: Too weak in power level Darkness: This effect already exists in Batwing Brume, a more interesting card Dazzling Lights: Too weak in power level Flashfreeze: Color-specific hate cards lead to less interesting sideboarding strategies Fry: Color-specific hate cards lead to less interesting sideboarding strategies Generous Gift: Creates an elephant creature token, a creature type not supported in Cumly Cube 1.2 Mardu Charm: Creates warrior creature tokens, a creature type not supported in Cumly Cube 1.2 Pyroblast: Color-specific hate cards lead to less interesting sideboarding strategies Red Elemental Blast: Color-specific hate cards lead to less interesting sideboarding strategies Repopulate: Too strong in certain matchups after sideboarding Selesnya Charm: Creates a knight creature token, a creature type not supported in Cumly Cube 1.2
LAND
Cave of the Frost Dragon: Mono-colored creature lands have been removed from Cumly Cube 1.2 to discourage mono-colored strategies Den of the Bugbear: Mono-colored creature lands have been removed from Cumly Cube 1.2 to discourage mono-colored strategies Faceless Haven: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Field of the Dead: Too much utility for general decks Fire-Lit Thicket: Replaced with Mossfire Valley Gnottvold Slumbermound: Not a supported creature type Lair of the Hydra: Mono-colored creature lands have been removed from Cumly Cube 1.2 to discourage mono-colored strategies Hall of Storm Giants: Mono-colored creature lands have been removed from Cumly Cube 1.2 to discourage mono-colored strategies Hive of the Eye Tyrant: Mono-colored creature lands have been removed from Cumly Cube 1.2 to discourage mono-colored strategies
PLANESWALKER
Garruk, Cursed Huntsman: To further encourage creature-type-based synergies, planeswalkers that produce a creature token with a type not supported in Cumly Cube 1.2 have been removed Jiang Yanggu: To further encourage creature-type-based synergies, planeswalkers that produce a creature token with a type not supported in Cumly Cube 1.2 have been removed Kiora, Master of the Depths: To further encourage creature-type-based synergies, planeswalkers that produce a creature token with a type not supported in Cumly Cube 1.2 have been removed Kiora, the Crashing Wave: To further encourage creature-type-based synergies, planeswalkers that produce a creature token with a type not supported in Cumly Cube 1.2 have been removed Liliana, Dreadhorde General: To further encourage creature-type-based synergies, planeswalkers that produce a creature token with a type not supported in Cumly Cube 1.2 have been removed Sorin, Solemn Visitor: To further encourage creature-type-based synergies, planeswalkers that produce a creature token with a type not supported in Cumly Cube 1.2 have been removed Vraska the Unseen: To further encourage creature-type-based synergies, planeswalkers that produce a creature token with a type not supported in Cumly Cube 1.2 have been removed Wrenn and Seven: To further encourage creature-type-based synergies, planeswalkers that produce a creature token with a type not supported in Cumly Cube 1.2 have been removed Xenagos, the Reveler: To further encourage creature-type-based synergies, planeswalkers that produce a creature token with a type not supported in Cumly Cube 1.2 have been removed
SORCERY
Avalanche: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Break the Ice: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Essence Infusion: Too weak in power level Farseek: Too much utility for general decks Giant Opportunity: Too narrow Icequake: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Infernal Contract: Card advantage should require more synergy than this card Reckless Endeavor: Too much variability Strike it Rich: Too weak in power level Three Visits: Too much utility for general decks
ADDS:
ARTIFACT
Relic of Legends: Synergizes well with legendary card type strategies Thopter Shop: Supports the thopter creature type and synergizes well with artifact creature strategies
CREATURE
Ajani's Chosen: Supports the cat creature type and synergizes well with enchantment decks Akim, the Soaring Wind: Supports the bird and dinosaur creature types Augmenting Automaton: Supports the construct creature type while also adding a cheap but scalable threat for black decks Banehound: Supports the nightmare creature type and functions as an aggressive creature for faster decks as well as a lifelink creature for lifegain strategies Be'Lakor, the Dark Master: Supports the demon creature type Bedlam Reveler: Supports the devil and horror creature type and synergizes well with the spells-matter archetype Brightwood Tracker: Supports the elf and scout creature types and offers card advantage at an expensive rate Bronzebeak Moa: Supports the bird creature type Capashen Unicorn: Supports the unicorn creature type Centaur Rootcaster: Supports the centaur creature type and synergizes well with landfall strategies Cloudblazer: Supports the human and scout creature types Deadeye Brawler: Supports the human and pirate creature types Deadeye Plunderers: Supports the human and pirate creature types Deeproot Champion: Supports the merfolk creature type and is a payoff for the spells-matter archetype Denry Klin, Editor in Chief: Supports the cat creature type Deus of Calamity: Supports the avatar and spirit creature types Displacer Kitten: Supports the beast and cat creature types and can be used as a value engine in carefully-constructed decks Divinity of Pride: Supports the avatar and spirit creature types Doom Whisperer: Supports the demon and nightmare creature types and is a solid playable for any black deck Dutiful Replicator: Supports the assembly-worker creature type Electrostatic Infantry: Supports the dwarf creature type and is a payoff for the spells-matter archetype Emperor's Vanguard: Supports the human and scout creature types Falco Spara, Pactweaver: Supports the bird and demon creature types Fathom Fleet Captain: Supports the human and pirate creature types Fathom Fleet Cutthroat: Supports the human and pirate creature types Felidar Guardian: Supports the beast and cat creature types Festival Crasher: Supports the devil creature type and is a payoff for the spells-matter archetype Fiend Artisan: Supports the nightmare creature type and provides a tutor effect that can enable combos or strong synergies Forerunner of the Heralds: Supports the merfolk and scout creature types Frontier Guide: Supports the elf and scout creature types and offers ramp for landfall strategies Gahiji, Honored One: Supports the beast creature type Galvanoth: Supports the beast creature type and synergizes well with the spells-matter archetype Gloomshrieker: Supports the beast and cat creature types and is an enchantment for enchantment-based strategies Gold-Forged Thopteryx: Supports the dinosaur and thopter creature types Good-Fortune Unicorn: Supports the unicorn creature type Greater Gargadon: Supports the beast creature type Grimdancer: Supports the nightmare creature type Harnessed Snubhorn: Supports the dinosaur creature type and is a payoff for artifact or enchantment decks Harvester of Souls: Supports the demon creature type Herald of the Pantheon: Supports the centaur creature type and synergizes well with enchantment-based strategies Huatli's Raptor: Supports the dinosaur creature type and synergizes well with proliferate strategies Hunted Nightmare: Supports the nightmare creature type and has an interesting drawback that might incentivize unique drafting Impetuous Devils: Supports the devil creature type Jetmir, Nexus of Revels: Supports the cat and demon creature types Jori En, Ruin Diver: Supports the merfolk creature type and is a payoff for the spells-matter archetype Kaheera, the Orphanguard: All five creature types meeting Kaheera's companion condition are supported in Cumly Cube 1.2, making this a great pick for many decks Kangee, Sky Warden: Supports the bird creature type Karador, Ghost Chieftain: Supports the centaur and spirit creature type Kiln Fiend: Supports the beast and elemental creature type and is a payoff for the spells-matter archetype Kuro, Pitlord: Supports the demon and spirit creature types Kykar, Wind's Fury: Supports the bird and spirit creature types Lashweed Lurker: Supports the eldrazi and horror creature types Lathiel, the Bounteous Dawn: Supports the unicorn creature type and functions as a solid payoff for lifegain strategies Leyline Prowler: Supports the beast and nightmare creature types and offers utility in the form of deathtouch, lifelink, and mana fixing Lonis, Cryptozoologist: Supports the elf and scout creature types and produces clue tokens for artifact-based strategies or just general value Mahadi, Emporium Master: Supports the cat and devil creature types Marauding Raptor: Supports the dinosaur creature type Memnite: Supports the construct creature type and is a cheap card for artifact-based strategies Messenger Falcons: Supports the bird creature type Mishra's Self-Replicator: Supports the assembly-worker creature type Murasa Rootgrazer: Supports the beast creature type and synergizes well with landfall strategies Nael, Avizoa Aeronaut: Supports the elf and scout creature types and incentivizes multi-color strategies Nightmare Shepherd: Supports the demon and nightmare creature types and is an enchantment for enchantment-based strategies Nihiloor: Supports the horror creature type and synergizes with lifegain strategies Nikya of the Old Ways: Supports the centaur creature type Niv-Mizzet Reborn: Supports the avatar and dragon creature types and incentivizes multi-color strategies Niv-Mizzet, Supreme: Supports the avatar and dragon creature types and incentivizes multi-color strategies Nulltread Gargantuan: Supports the beast creature type Opaline Unicorn: Supports the unicorn creature type and offers utility in the form of mana fixing Ornithopter of Paradise: Supports the thopter creature type and offers mana-fixing for any deck, especially if chosen as a Cumly Overgrown Armasaur: Supports the dinosaur and saproling creature types Pestilence Demon: Supports the demon creature type Phantom Nishoba: Supports the beast, cat, and spirit creature types and synergizes well with lifegain strategies Phantom Tiger: Supports the cat and spirit creature types Pheres-Band Raiders: Supports the centaur creature type and synergizes well with enchantment-based strategies Pink Horror: Supports the demon and horror creature types and is a payoff for the spells-matter archetype Prowling Felidar: Supports the beast and cat creature types and is a payoff for landfall strategies Quirion Ranger: Supports the elf creature type and works well with Stasis Radagast, Wizard of Wilds: Supports the avatar, beast,, and bird creature types Raging Regisaur: Supports the dinosaur creature type Rakdos, Lord of Riots: Supports the demon creature type Rakshasa Deathdealer: Supports the cat and demon creature types Ramirez DePietro, Pillager: Supports the human and pirate creature types Ranging Raptors: Supports the dinosaur archetype and synergizes well with landfall strategies River Hoopoe: Supports the bird creature type and synergizes with lifegain strategies Ronom Unicorn: Supports the unicorn creature type Rune-Scarred Demon: Supports the demon creature type Salvaged Manaworker: Supports the construct creature type while also providing mana-fixing for any deck Scalding Devil: Supports the devil creature type Self-Assembler: Supports the assembly-worker creature type Seton, Krosan Protector: Supports the centaur creature type and synergizes well with decks that contain the druid creature type, a creature type not purposefully supported in Cumly Cube 1.2 but definitely present Shapers of Nature: Supports the merfolk creature type Snapping Sailback: Supports the dinosaur creature type Snubhorn Sentry: Supports the dinosaur creature type Soul of Emancipation: Supports the angel and avatar creature types Soul of Windgrace: Supports the avatar and cat creature types and synergizes well with landfall strategies Species Gorger: Supports the beast creature type Spectral Sailor: Supports the pirate and spirit creature types Svyelun of Sea and Sky: Supports the merfolk creature type Tatyova, Benthic Druid: Supports the merfolk creature type and is a payoff for landfall strategies Thrasta, Tempest's Roar: Supports the dinosaur creature type Tidehollow Strix: Supports the bird creature type Trove Warden: Supports the beast and cat creature types and synergizes well with landfall strategies Tuvasa the Sunlit: Supports the merfolk creature type and is a payoff for enchantment decks Urban Daggertooth: Supports the dinosaur creature type and synergizes well with proliferate strategies Vebulid: Supports the horror creature type and functions as an interesting threat in proliferate decks Vodalian Arcanist: Supports the merfolk creature type and synergizes well with the spells-matter archetype Void Beckoner: Supports the horror and nightmare creature types and can put itself in the graveyard for reanimation strategies Vorel of the Hull Clade: Supports the human and merfolk creature types Walking Atlas: Supports the construct creature type and offers ramp for landfall strategies Watcher of the Spheres: Supports the bird creature type Yarok, the Desecrated: Supports the elemental and horror creature types Ziatora, the Incinerator: Supports the demon and dragon creature types
ENCHANTMENT
Conquer: Further support for land destruction, an archetype encouraged in Cumly Cube 1.2 Detention Sphere: A strong removal spell that can win the game with Worldfire Fungal Plots: Supports the saproling creature type Offspring's Revenge: Possibly a very strong engine in carefully-constructed decks Rumbling Crescendo: Further support for land destruction, an archetype encouraged in Cumly Cube 1.2 Thopter Spy Network: Supports the thopter creature type Trace of Abundance: Offers utility in the form of mana fixing Urban Utopia: Offers utility in the form of mana fixing Verdant Haven: Offers utility in the form of mana fixing
INSTANT
Bedevil: A strong and flexible removal spell Fungal Infection: Supports the saproling creature type Fungal Rebirth: Supports the saproling creature type Schismotivate: A strong combat trick to be aware of in Cumly Cube 1.2 Seed Spark: Supports the saproling creature type Spore Swarm: Supports the saproling creature type Stun: A good tempo play for more aggressive decks
LAND
Dragonskull Summit: Bolsters fixing for non-blue decks Mossfire Valley: Bolsters fixing for non-blue decks Rootbound Crag: Bolsters fixing for non-blue decks Shadowblood Ridge: Bolsters fixing for non-blue decks Vitu-Ghazi, the City-Tree: Supports the saproling creature type
PLANESWALKER
Aminatou, the Fateshifter: Synergizes well with blinking strategies Angrath, Minotaur Pirate: Supports the pirate creature type Chandra, Pyrogenius: Mainly added to justify the continued inclusion of Chandra's Embercat Chandra, the Firebrand: Mainly added to justify the continued inclusion of Chandra's Embercat Dihada, Binder of Wills: Synergizes well with legendary card type strategies Dovin, Architect of Law: Expensive planeswalkers that don't take over the game but add value are exactly what we want in Cumly Cube 1.2 Huatli, Warrior Poet: Supports the dinosaur creature type Jace, Arcane Strategist: Expensive planeswalkers that don't take over the game but add value are exactly what we want in Cumly Cube 1.2 Liliana of the Dark Realms: Synergizes well with swamps matter strategies, mainly thinking of the powerful engine Dread Presence
SORCERY
Aether Mutation: Supports the saproling creature type Grave Upheaval: Further support for reanimator, an archetype encouraged in Cumly Cube 1.2, and offers utility in the form of mana fixing Lava Flow: Further support for land destruction, an archetype encouraged in Cumly Cube 1.2, as well as unconditional creature removal not normally found in red Summon the School: Supports the merfolk creature type
TheReal_MtGHaystak on Rakdos Pirates Modern
1 year ago
Love the idea! Pirates are one of my favorite MtG tribes and doesn’t get nearly enough support. I’ve also tried making a Pirate list for modern. As fun as it is, tribal decks just aren’t that viable. Some things that could help out though are lowering you mana curve, you’re wanting to build aggro but have lots of creatures with CMC 3 or higher, in aggro that’s just too slow. Firstly, if you can afford them, Ragavan, Nimble Pilferer. Arguably one of the strongest red cards in play right now. Dire Fleet Poisoner and Fathom Fleet Captain are both great options to keep around, and I after playing a similar list, I think Rigging Runner out performs Daring Buccaneer. Second, your spells are flavorful but ultimately watered down versions of better cards. You’ve got access to Fatal Push, Lightning Bolt and Unholy Heat as 1 mana removal and Terminate or Dreadbore in 2 mana, to name a few. I’d also look into Kolaghan's Command or Unearth as ways to recycle your pirates in the late game. Some hand disruption will also play well with pirates and you have access to Thoughtseize and Inquisition of Kozilek. Lastly, while I like Angrath a lot as a planeswalker, I’m not sure a 5 mana walker is the best fit in what wants to be an aggro deck. I think ultimately, by turn 5 you will rather have a definite win-con, and Angrath in here just seems a little “win-more”, without reliably being able to finish the game the turn he is played
multimedia on Pirates, argh matey!
3 years ago
Hey, good start on a budget. Malcolm is spelled wrong that's why it's showing in the category Unknown.
More low CMC flying/unblockable Pirates can help to do combat damage to an opponent to trigger Brass:
Merchant Raiders and Coercive Recruiter have good repeatable effects with Pirates. These effects can help to clear the way of blockers for Pirates to do combat damage to opponents. The creatures you gain control of with Recruiter get the bonus of becoming a Pirate until end of the turn which helps to trigger Brass. Both these Pirates are excellent with Fathom Fleet Captain who can be a repeatable source of Pirate tokens.
Shared Animosity can be a powerful repeatable effect for your attacking Pirates. March of the Drowned and Fiery Cannonade are helpful Pirate tribal spells. Chaos Warp, Negate, Feed the Swarm are helpful overall support spells.
Some cards to consider cutting:
- Walk the Plank
- Briber's Purse
- Soul Manipulation
- Song-Mad Treachery
- Kari Zev's Expertise
- Extract from Darkness
- Angrath, Captain of Chaos
- Pillar of Origins
- Deadeye Plunderers
- AEtherize
- Adaptive Automaton
- Door of Destinies
Some budget land upgrades to consider:
- Exotic Orchard > Crypt of the Eternals
- Unclaimed Territory > Unknown Shores
- Crumbling Necropolis > Highland Lake
- Grixis Panorama > Jwar Isle Refuge
- Shivan Reef > Swiftwater Cliffs
- Smoldering Marsh > Akoum Refuge
- Sulfur Falls or Dragonskull Summit > Dismal Backwater
Good luck with your deck.
multimedia on Sea of Thieves
3 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 admiral BB and her thieving pirates 2.0
3 years ago
Hey, well done for your first budget deck, you have several good cards, but also some that can be upgraded on a budget.
I'll give some card suggestions only for Pirates and lands and if you would like additional help with other cards than I offer more help in another comment.
Some cards to consider adding:
- Spectral Sailor
- Siren Stormtamer
- Kitesail Freebooter
- Cloud Pirates
- Coercive Recruiter
- Merchant Raiders
- Impulsive Pilferer
- Coastline Marauders
- Exotic Orchard
- Path of Ancestry
- Shivan Reef
- Sunken Hollow
- Smoldering Marsh
- Ash Barrens
Total: About $10.
With Brass it's helpful to have more low CMC Pirates who have evasion especially flying because then you can more easily do combat damage to an opponent with three Pirates. Coercive Recruiter and Merchant Raiders have good repeatable effects with Pirates. They help to clear the way of blockers to do combat damage to an opponent. These Pirates are nice with Fathom Fleet Captain and Molten Echoes, cards that can be repeatable sources of Pirate tokens. Encore such as Impulsive Pilferer creates a number of Pirate tokens equal to the number of opponents you have which can be many triggers of Recruiter and Raiders.
Cards to consider cutting:
- Highland Lake
- Swiftwater Cliffs
- Submerged Boneyard
- Dismal Backwater
- Crypt of the Eternals
- 1x Swamp
- Clone
- Confiscate
- Gyruda, Doom of Depths
- Nemesis Mask
- Beguiler of Wills
- Dire Fleet Neckbreaker
- Dire Fleet Ravager
- Tomb Robber
Clone, Confiscate, Gyruda, Wills are four subpar cards here compared to the others to copy or gain control of something an opponent has. Of these Wills is fine, but situational since consistently you're not going to be able to gain control of the creature you want to gain control of.
If interested I offer more advice. Good luck with your deck.
multimedia on Pirate's Treasure
3 years ago
Hey, good budget start and nice Scroll Rack :)
Spectral Sailor, Siren Stormtamer, Changeling Outcast, Warkite Marauder, Kitesail Freebooter are all low CMC budget Pirates who have evasion (flying or unblockable). More low CMC Pirates with evasion especially flying makes doing combat damage with three Pirates to a player easier for Brass as well as making more treasures with Malcolm, Keen-Eyed Navigator. Sailor is also a mana sink to draw cards.
- Spectral Sailor > Dire Fleet Interloper
- Siren Stormtamer > Prosperous Pirates
- Changeling Outcast > Brazen Freebooter
- Warkite Maurader > Dire Fleet Neckbreaker
- Kitesail Freebooter > Goblin Trailblazer
Coercive Recruiter and Fathom Fleet Captain have powerful budget repeatable effects with Pirates. Recruiter can help to clear blockers out of way to do combat damage with three Pirates for Brass. Captain can be a repeatable source of Pirate tokens which triggers Recruiter and Merchant Raiders.
- Coercive Recruiter > Headstrong Brute
- Fathom Fleet Captain > Dire Fleet Captain
Malcolm + Lightning-Rig Crew can make a lot of treasures since Malcolm triggers whenever a Pirate does damage to an opponent and Rig does 1 damage to each opponent which creates an amount of treasures equal to the number of opponents you have. You can chain making treasures with Rig by casting Pirates.
Lightning-Rig Crew > Dire Fleet Hoarder
You don't have any instant creature or other permanent removal. Chaos Warp, Reality Shift and Terminate are all budget.
- Chaos Warp > Walk to the Plank
- Reality Shift > Mutiny
- Terminate > Renegade Tactics
Navigator's Compass and Prophetic Prism are not mana rocks; they could be replaced with actual mana rocks to ramp such as Izzet Signet and Dimir Signet. Crumbling Necropolis, Exotic Orchard, Rogue's Passage, Sunken Hollow, Shivan Reef, Grixis Panorama, Ash Barrens are some budget land upgrades to consider.
These 20 card suggestions could be added for about $15. Good luck with your deck.
multimedia on Admiral Beckett and her Pirate Booty
3 years ago
Hey, good budget version. Nice Tyrant and Sieve interactions with treasures.
Coercive Recruiter and Merchant Raiders are two new powerful budget repeatable Pirate effects. These Pirates help to clear the way of problematic blockers to have an easier time doing combat damage to an opponent with three Pirates. Recruiter also turns any creature it gains control of into a Pirate until EOT which has interaction with Thassa/Closet blink to permanently keep the creature you gained control of. These two Pirates have good interaction with Fathom Fleet Captain who has evasion and can be a repeatable source of Pirate tokens.
- Coercive Recruiter > Prosperous Pirates
- Merchant Raiders > Brazen Freebooter
- Fathom Fleet Captain > Rapacious Dragon
Glint-Horn Buccaneer and Lightning-Rig Crew are repeatable effects to make lots of treasures with Malcolm, Keen-Eyed Navigator. Buccaneer + Malcolm is the most powerful Pirate combo currently in Commander and it's budget. This combo can be lethal damage to opponents, draw the rest of your library if you want and create lots of treasures if you have three or more opponents.
When Buccaneer attacks activate him for two mana which starts the combo with Malcolm. Sac two treasures to keep activating Buccaneer and repeat. Draw into cards to use the treasures with such as Revel. Rig + Malcolm is a treasure creating engine since you create a number of treasures equal to the number of opponents you have and you can untap Rig whenever you cast a Pirate which can make even more treasures.
- Glint-Horn Buccaneer > Boarding Party
- Lightning-Rig Crew > Venomous Changeling
Path of Ancestry, Shivan Reef, Sunken Hollow, Smoldering Marsh are some budget land upgrades to consider adding for more than 31 lands which is low. They could replace Contract Killing, Curator's Ward, Dire Fleet Hoarder, Sailor of Means.
Good luck with your deck.
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