Heartless Pillage

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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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Heartless Pillage

Sorcery

Target opponent discards two cards.

Raid — If you attacked with a creature this turn, create a Treasure token. (It's a colourless artifact with ", sacrifice this artifact: Add one mana of any colour.")

wallisface on Bow Down to Sheoldred

10 months ago

Some thoughts:

  • Your mana curve is excessively high, which will lead to some really slow/clumsy turns. Modern decks typically can't justify running more than 4 cards costing 4 mana, and run nothing above this cost. You've got a whopping 16 cards costing 4-or-more mana, which is far too high (in particular you have no chance of ever casting those 8-mana cards). Added to this, you have almost nothing to do turn-1, meaning you'll often be starting a full turn behind your opponent.

  • Your land base is far too low. 20 land decks typically expect to be stuck on 1-or-2 lands for a decent chunk of the early-game. Even after lowering your curve, you'll likely still need at least 23-24 lands to be able to reliably cast any of your spells.

  • Some of your spells seem really suboptimal. You generally don't want to be paying more than 2 mana for a removal spell, so stuff like Vraska's Contempt and Oblivion Ring seem super sub-optimal. Go Blank, Heartless Pillage and Mind Rot are all pretty weak in Modern, especially as the opponent is very likely to already be empty-handed by the time you're able to cast any of them (in any case 8 cards with this effect is excessive). Blood Baron of Vizkopa, Sangromancer, and Vizkopa Guildmage all don't really do much.

thefiresoflurve on Look Mom, No Hands!

1 year ago

Hey there!

Rogue's Passage is a good, cheap staple for decks looking to win via commander damage.

Kaya's Ghostform is awesome for providing basically an extra life to dodge removal.

I'd look at replacing some single-use, low impact discard like Mind Rot with some better stuff that affects multiple opponents like Syphon Mind.

Burglar Rat is a straight upgrade to Corrupt Court Official.

Tergrid, God of Fright  Flip is on the expensive side for the budget, but so, so good. Similarly, The Haunt of Hightower would be really good as a "backup commander".

Heartless Pillage can be replaced with Unnerve

Ill-Gotten Gains might be a good card to help pump your commander's power quickly.

Hope that helps, happy building!

ClockworkSwordfish on Creature Discomforts

2 years ago

Hey, discard can be a solid strategy now that there are so many cards to support it being a win condition, but there are a few aspects of your deck that stand out to me as maybe needing work!

The biggest problem is bound to be Ashiok's Adept - he only makes your opponent discard a card if you target him with a spell, and you currently have zero ways to do that. As is, he's just a 1/3 for three mana... not too exciting. Probably it's better to just cut him out rather than try to remake the deck to support him!

Another odd inclusion is Bridge From Below, which only has an ability so long as it's in your graveyard. How do you plan to get it there? Target yourself with Liliana? Probably this isn't the right home for it, either!

For your creatures, there are a couple upgrades I can think of that wouldn't be very expensive. Hypnotic Specter has got to be the best specter in the game, and I'd strongly recommend him over Abyssal Specter. Guul Draz Specter is a good alternative, too. If you're running to run a cheap guaranteed-discard critter like Ravenous Rats, then Burglar Rat is a small upgrade!

Mind Rot is also a card with lots of solid alternatives. Stupor, Unburden, Heartless Pillage and Demogorgon's Clutches are all just flat-out better!

Overall you have a solid chassis here. My main advice is to get the deck down to 60 cards and cut out anything that doesn't support your main strategy!

MaltOMeal on Absolute Theocracy

2 years ago

Sup lobsternips!

As a baseline, you'll need to add lands, which I'm sure you know. Since you're making Treasure and Gold tokens in this deck you'd probably be good with roughly 34-36 lands, leaning more to the most mana color you'll need, say like a 25/25/50 split if thats what you're going for.

- We'll cover your cards to include by type, so lets start with creatures. I like the Angels, Demons, and Dragons subtheme, if you were considering it I'd try and include Kaalia of the Vast if you can get your hands on one, otherwise just slim down on the tribal stuff, reaching too far into each different theme could result in inconsistencies and clunky play. I've been there, it sucks a lot. (Unfortunately, you can't run Shalai, Voice of Plenty since she has a Selesnya color identity)

-When it comes to your Dragons, I think you hit the nail on the head, nothing I would really change or take out. Allows for Magda, Brazen Outlaw to have a decent outlet if you don't want an artifact.

-Finally, the other things you've got going. Dockside should just be an auto-include, albeit a heavy price tag, but if you can get one you should definitely include it.

  • Dark Impostor , while mana intensive is still a decent mana sink that can function effectively as targeted removal. Definitely keep your edict creatures, they are super useful and trigger Negan, and thats what you want.

  • Starnheim Aspirant is useful if you go super heavy into the Angel theme, but if you skimp on the Angel theme this could very often be a dead card.

  • Storm-Kiln Artist , I like this a lot for this deck, can be a beater, and generates value.

  • Vault Robber , seems bad, and bad to do. Synergizes with Magda and makes Treasure tokens, but thats really it... PLUS it requires you to have a creature in YOUR grave. I'd cut this, but if you have a reason to play it I'm not seeing immediately play it in your deck.

  • Viscera Seer , good card, good sac outlet, not much else to say.

  • Creatures I'd include based on what I've seen: Solemn Simulacrum , Burnished Hart and Mayhem Devil . Some good ramp and a decent damage dealer if you'd like to play a cheap one. Plus the Devil is great at just 3 mana.

First thing I wanna point out is the abundance of them, its good, but its quite a few. I like the variety of them though, from token generation to mana value, all of them are GOOD in a sense.

  • Angelic Renewal is basically a one time effect. While good, there are better recursion spells out there, but this one does fit the Angel theme so thats really cool. :D

  • Land Tax : Definitely play this if you want more inclusions in your deck and want to play less lands, but don't forget to have a focus on more basic lands for the landbase.
  • Luminarch Ascension is subject to removal by other players, and somewhat makes you a target, but with Divine Visitation and your non-Treasure generators make this super useful.
  • Aside from that, I think that's a decent spread of enchantments. Nothing to add really, love the inclusion of the Sagas and Revel in Riches .

    I'm sure you'll add more later, but here are some I'd DEFINITELY include:

  • The three signets for your colors, Arcane Signet as well.

  • Goldvein Pick : hidden tRAESurES!!!
  • Inspiring Statuary for a low mana investment, you can effectively keep your Treasures around, or use your Gold tokens twice(tap it for colorless, then sac it for colored mana).
  • Panharmonicon to double up on edict effects.

  • Not much in this category outside of removal or token generation.

  • Wouldn't run Secure the Wastes strictly because it doesn't put Humans into play, play the sorcery option Martial Coup instead if you want a token creator with some OOMPH.

  • I'd recommend more removal, but with everything else considered I think you're pretty much good here. Really like the Crackling Doom and Vona's Hunger inclusions.

    OOOOkay, lots to look at here.

  • Mortuary Mire : Get that creature back in play!
  • High Market : Useful when Dictate of Erebos is in play.
  • Sanctum of Eternity / Command Beacon : You never know when you might need to use them. Negan can get expensive real fast.
  • That basically does it for my brief review, hope I was of some help!

    Sauluz on Orzhov Vampire Tribal

    3 years ago

    Alright, first of all you are not allowed to play this deck this way. The way i see it, you are playing two flip lands without playing their flip side. Thats not the way they work. i suggest you to google the rulings here.

    Some cuts: Primal Amulet  Flip (You are only running 9 instants and sorceries), Heartless Pillage, because discarding is not the best strategy in EDH and seems to be a little bit out of the focus of this deck, same goes for Raiders' Wake, Sanguine Sacrament and instead Heliod's Intervention.

    Add some single target removal (you are in Orzov, which has the best cards of this category, e.g. Swords to Plowshares, Anguished Unmaking, more ramp like Sol Ring (e.g. Talisman of Hierarchy) and play around 36 lands.

    Ziabo on Teysa Karlov

    4 years ago

    Here are the cards in your colors for treasures.

    Contract Killing, Dire Fleet Hoarder, Heartless Pillage, Pitiless Plunderer, Ruthless Knave, Wanted Scoundrels, Treasure Map  Flip, Gleaming Barrier & Prying Blade

    Looks like there's a few you might get some use out of.

    Gleaming Barrier Wanted Scoundrels & Dire Fleet Hoarder could be a sac or ground floor chump block.

    Pitiless Plunderer I would advise putting in.

    Prying Blade could be useful.

    Ruthless Knave Kind of a hefty sac outlet but creates treasures.

    Idk if you have or not but if you're wanting a token sub-theme add Anointed Procession

    Marchiali on Help me create a pirate …

    5 years ago

    So back when pirates of ixalan were released no one really played them because of the mana base, at least not in Grixis. Right now the mana base is solid enough to technically make them work.

    What I am trying to do right now is creating a deck where all cards fit into the pirate theme while still staying somewhat competitive. It doesn't have to win all the time but having a chance against burn and Teferi would be nice.

    It... hasn't really worked out so far. Is such a deck even possible?

    The most success I had so far was basically Tempo Blue with some splashing for Grixis so your flying pirates benefit from effects like Dire Fleet Neckbreaker and Fell Flagship .

    With cards like Siren's Ruse , Lookout's Dispersal and of course Siren Stormtamer you have decent disruption, I have even been experimenting with adding more discard like Duress or Heartless Pillage . The latter is pretty great as far as discard spells go since it is effectively CMC 2. Cancel , Hornswoggle , Admiral's Order and Spell Swindle are pirate themed but not worth including in my opinion.

    As for Lifegain your choices in a pirate theme deck are basically limited to Fountain of Renewal and Navigator's Compass . Compass is actually not that bad since it let's you fix your mana base without handing aggro decks a free 2 damage. (I am making an exception to the theme rule for Shocklands)

    Admiral Becket Brass is a great flavor card but usually when you can hit your opponent with 3 pirates they are either dead or would be if you had dropped a Dire Fleet Neckbreaker instead of the Admiral.

    The real problem with pirates seems to be that they want to go fast since their late game sucks but they have basically no advantage over mono red or blue other than tribal synergies. And their tribal synergies aren't that great, most of them are not even available until turn 4 or 5.

    For Removal there are some options: Walk the Plank is great flavor although a bit hard to cast. Hostage Taker and the Admiral are decent for dealing with Teferi but not that amazing. Lightning Strike , Makeshift Munitions (bombarding your opponent with treasures is hilarious) and Fiery Cannonade are your go-to burn spells.

    There are some good red combat tricks as well as Dire Fleet Poisoner but I am kinda on the edge concerning those. Buccaneer's Bravado on an unblocked creature with decent power can close out games.

    Card Draw can be provided by Curious Obsession (a bit tricky when you are also running Siren's Ruse), Chart a Course and maybe Treasure Map  Flip and Dead Man's Chest . March of the Drowned could also be very valuable since it only costs 1 mana.

    Like I said the best creatures seem to be the pirates that either have very good tribal synergy or flying. I am considering Fathom Fleet Captain and Forerunner of the Coalition but they both seem to be too slow. When you have a lot of treasures getting the city's blessing for an early extra turn via Timestream Navigator isn't too hard but I haven't really profited from it that much.

    Revel in Riches is an interesting wincon but just too slow. Maybe an option for a more control-based approach. But when you have lots of treasures out it seems to be more viable to cast Mnemonic Betrayal , which technically isn't a pirate spell but looks like one. Or use overpriced Cards like Pirate's Prize that create more treasures.

    With all that knowledge I still can't figure out a decent pirate deck, am I missing something? I am aware that you got to concentrate on some mechanics to make them work but I am not sure on which ones.

    I really want to make pirates work before they rotate out and possibly never return to Standard.

    EDIT: Just noticed there is also a token-based approach with Fathom Fleet Captain and Vraska, Relic Seeker

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