Siren Stormtamer

Siren Stormtamer

Creature — Siren Pirate Wizard

Flying

, Sacrifice Siren Stormtamer: Counter target spell or ability that targets you or a creature you control.

Latest Decks as Commander

Siren Stormtamer Discussion

multimedia on Thieving Pirates

4 days ago

Hey, well done on a budget. Nice Sol Ring and Mutavault promos :)

More flying/unblockable Pirates can help to easier trigger Malcolm and Breaches.

Imagination also makes it so your opponents creatures most likely can't block your creatures because they can't have flying. The only creatures who can block are ones with reach or there's an effect to be able to block creatures with flying.

Sources of repeatable draw when a creature you control does damage or combat damage to a player are good with more flying Pirates.

If Lookout soulbond to Lightning-Rig Crew or Glint-Horn Buccaneer then you draw cards equal to the number of opponents you have. Lookout can change who it's soulbond too which is very helpful.

Some Pirates can repeatedly help to clear the way of blockers to do more damage with Breaches and other Pirates.

Any creature you gain control of with Recruiter becomes a Pirate until end of turn. If that creature does damage to an opponent then it will trigger Breaches and Malcolm.

Good luck with your deck.

multimedia on The Banner of the Black Rose

1 week ago

Hey, good budget version of Marchesa.

Siren Stormtamer is a one drop flying Pirate who can sac itself to be repeatable protection because of Marchesa's ability to return a creature. Malcolm, Keen-Eyed Navigator pairs with Lightning-Rig Crew to make a lot of treasures since Crew creates a number of treasures equal to the number of opponents you have each time it taps. Tandem Lookout soulbond to Crew can draw a lot of cards because damage the paired creature does doesn't have to be combat damage. Lookout can change who's it soulbond too which is helpful when you're returning creatures to the battlefield with Marchesa. Malcolm + Crew + Lookout makes a lot of treasures, lots of draw, to keep casting Pirates with ramp from treasures to draw into your win condition for treasures.

Path of Ancestry , Shivan Reef , Sunken Hollow , Smoldering Marsh are some budget land upgrades. There's a lot of Human Pirates here which makes Ancestry repeatable scry.


Cards to consider cutting:

  • Dismal Backwater
  • Jwar Isle Refuge
  • Temple of Deceit
  • Temple of Malice
  • Walk the Plank
  • Undermine
  • Gem of Becoming

Good luck with your deck.

multimedia on Pirate Commander

1 month ago

Hey, having more low CMC Pirates who have the better evasion (flying or unblockable) can help to do combat damage to opponents to trigger Malcolm and Breeches.

Lightning-Rig Crew has great interaction with Malcolm to create treasures and Breeches to exile your opponents cards. Since Rig does damage to each opponent you create a number of treasures equal to the number of opponents you have or exile a card from each opponents library.

Sol Ring is a staple mana rock in Commander that can go in every deck you make. Having more repeatable draw is helpful in Commander and when one of your Commanders has flying then cards that let you draw when you do combat damage to an opponent are consistent options:

Some budget lands to consider adding:

Total at TCG Player: $9.86, see list

If this upgrade interests you then I offer more advice of what cards to consider cutting.

Good luck with your deck.

multimedia on Adeliz leads some angry Wizards

2 months ago

Hey, saw your forum topic asking for help. Good build on such a low a budget. Realistically to make much improvements you're going to have to be able to spend more than $30 for your deck.

My advice is to lower the mana curve by adding more low CMC Wizards and more low CMC instants and sorceries that draw cards. End the curve with two five drops Wizards: Azami, Lady of Scrolls, Shipwreck Dowser and one six drop Archetype of Imagination. I suggest playing double the amount or more of instants and sorceries than Wizards because technically you don't need other Wizards because Adeliz can pump herself. Still have a strong base of low CMC Wizards, just a smaller one.

Since Adeliz can pump herself and has flying she is really your best win condition doing 21 Commander damage to each opponent. The problem with Adeliz is she doesn't provide card advantage only pump therefore you need a lot of other cards that draw cards to fuel the pump.


Some Wizards can help for card advantage:

  • Windrider Wizard: lets you draw each time you cast an instant or sorcery or even a Wizard and he has flying which makes him a threat to attack. If just about every card you cast draws you a card then that's a nice advantage to keep drawing instants/sorceries/Wizards.
  • Burning Prophet: repeatable scry is powerful when you want to draw certain cards and not lands or other cards. She can filter away lands so that you draw instants/sorceries/Wizards.

Consider more low CMC Wizards? That way you can establish a Wizard army quicker and get faster benefits from Adeliz with other Wizards. More low CMC flying Wizards can benefit much more from the pump from Adeliz because they can more easily do combat damage to an opponent:

With more low CMC flying Wizards then cards such as Bident of Thassa and Reconnaissance Mission can draw a lot of cards since you draw a card for each creature who does combat damage to a player. This is a way to keep refilling your hand with instants/sorceries by attacking with Wizards even if you don't have instants/sorceries to cast. Flying Wizards are still going to do combat damage to a player and draw cards. Shared Animosity is repeatable pump for each attacking Wizard you control. This repeatable effect is in addition too any pump that Adeliz does.


Izzet has a wealth of good low CMC budget instants/sorceries that draw cards that are staples of Commander:

Shadow Rift and Slip Through Space are one drop spells that can make Adeliz unblockable while also drawing a card.

Some budget lands upgrades to consider:

Good luck with your deck.

multimedia on admiral BB and her thieving pirates 2.0

2 months 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:

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

2 months 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 Wait.. Budget Pirates?

2 months 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:

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