GilouSenior
33 views30 hrs ago
Commander
Size: 100Est cost: $123.73Salt sum: 55
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"ALL ABOOOOOOAAAAAAARD!!!"},{"attributes":{"header":1},"insert":"\n"},{"insert":{"image":"https://cards.scryfall.io/large/front/7/3/736cabaf-1387-4035-8751-3976eb835c8a.jpg?1700657267"}},{"insert":"\n\nAhoy matey! THE CREW is a flexible, smooth sailing, reliable deck. The gameplan is simple.\nPlay small evasive creatures. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Play a coastal piracy effect. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Attack for chip damage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Draw tons of cards, keep interaction, police the table. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Wait for the end of the game and sweep in for the win."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThis deck is a blue aggro strategy that tries to stay under the radar, but it has plenty of ways to disrupt the most problematic threats on the table. \n\n"},{"insert":{"image":"https://media1.tenor.com/m/q_IqREkTsGwAAAAd/muppet-treasure-island-singing.gif"}},{"insert":"\n\"I'M THE CAPTAIN NOW\""},{"attributes":{"header":1},"insert":"\n"},{"insert":"At its helm I listed the indomitable, but there are actually 4 possible captains able to lead the crew.\n\n"},{"insert":{"card-link":"The Indomitable"}},{"insert":" \nProbably the strongest. It's a coastal piracy effect in the Comand Zone. As an artifact it's more difficult to interact with. Plus, hitting with a 6/6 trampling BIG BOAT every turn in blue is pretty funny.\n\n"},{"insert":{"card-link":"The Reality Chip"}},{"insert":" \n My original commander for this deck. Let's call her Chippy (Yes, she a her). She presents a very low threat to the table, so she will likely stay on the board. when she is equipped she is harder to remove, she even becomes immune to creature boardwipes. Chippy shines when she reconfigures, slinging spells from the top of the library offers an impressive amount of card advantage. Playing an instant from the top is an unbelievable feeling!\n\n"},{"insert":{"card-link":"Malcolm, Keen-Eyed Navigator"}},{"insert":" & "},{"insert":{"card-link":"Esior, Wardwing Familiar"}},{"insert":" \nThe lower powered version of the deck, it offers some ramp to keep casting little creature spells, but it forces you to keep a hand with a coastal piracy effect. It just fits the curve perfectly... T1 play a flyer/unblockable, T2 play Esior, T3 play Malcolm, T4 play a Coastal Piracy Effect ---> Attack, draw, make treasures!\n\n"},{"insert":{"card-link":"The Blue Spirit"}},{"insert":" \nThe most controlling way to play the deck. Keep interaction in your hand, and sling a 1 mana flyer on every opponent's turn. Remember that there is a combat phase EVERY TURN even if the opponent doesn't attack.\n\nSYNERGIES"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Those 4 commanders have synergies between each other and are great in the 99 :\nMalcolm is a pirate that can help reanimate The Indomitable."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Malcolm & Esior are flyers that can trigger coastal piracy effects and Esior in the 99 can protect any of its crewmates. In adition both are great targets for Chippy."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The Blue Spirit can help pinpoint and draw cards from the top of your library, especialy when the reality chip isn't reconfigured."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nWhy play this deck?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"It's a \"fair\" blue deck. No combos or big controling turns. As is, it's a pretty budget list.\nIt is VERY consitant! With a free mulligan, I never had a bad game with it. My worst games had just, \"okay\" openings, but you never have non-games.\nYou have 4 commanders! It's easy for the deck to feel fresh again and adapt to different tables. And I'm sure we can find more commanders to add/swap.\nThere are pieces coming out for this deck almost every set. The \"pirate\" subtheme can easily be dropped and it would function the same.\nThe gameplan is to steal games. And stealing games feels sooo much better than dominating and wining. It's scoundrel time!\n\n"},{"attributes":{"bold":true},"insert":"Why not play this deck?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"It's pretty low powered. It's hard to close games against an apponent that went over the top. Especialy if they have a lot of life left.\nIf you're the only one trying to police what's hapening on the batlefield, you can quickly run out of steam and be overwhelmed. \nOr worse, you become the target because no one else is packing removal.\n\n"},{"insert":{"image":"https://i.gifer.com/73t5.gif"}},{"insert":"\nKEY CARDS"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Propaganda"}},{"insert":" & "},{"insert":{"card-link":"Aetherize"}},{"insert":" \nThe two best ways to protect yourself from a token deck. But be careful, dropping propaganda too early puts a target on your back.\n\n"},{"insert":{"card-link":"PuPu UFO"}},{"insert":" \nI LOVE this card! I play it in any deck that draws a lot of cards. Drop 2 lands a turn! Additionaly, it's a decent blocker! (Drop your 2nd land just before your turn if you can.)\n\n"},{"insert":{"card-link":"Deadeye Quartermaster"}},{"insert":" \nCan tutor "},{"attributes":{"bold":true},"insert":"The Reality Chip"},{"insert":" or "},{"attributes":{"bold":true},"insert":"The Indomitable"},{"insert":".\n\n"},{"insert":{"card-link":"Wizard Class"}},{"insert":" , "},{"insert":{"card-link":"Decanter of Endless Water"}},{"insert":" , "},{"insert":{"card-link":"Thought Vessel"}},{"insert":" \nTo keep your giant hand, Many people don't like those type of cards, but you just need to oragnize your hand better. Keep your lands on the left, your key cards (from this section) on the right, and everything else in the midle.\n\n"},{"insert":{"card-link":"Coastal Piracy"}},{"insert":" , "},{"insert":{"card-link":"Reconnaissance Mission"}},{"insert":" , "},{"insert":{"card-link":"Bident of Thassa"}},{"insert":" , "},{"insert":{"card-link":"Enduring Curiosity"}},{"insert":" , "},{"insert":{"card-link":"The Indomitable"}},{"insert":" , \nIdeally you need one of those in your opening hand. You need 1 in play. 2 makes the game go crazy. 3 is overkill. You risk decking yourself. Keep 1 in hand in case the others are destroyed.\n\n"},{"insert":{"card-link":"Bottomless Pool // Locker Room"}},{"insert":" \nA cool 2 for 1. The 5 mana room isn't a real Coastal Piracy... it doesn't trigger for each creature dealing damage, but it triggers for each player being dealt damage by one of your creature.\n\n"},{"insert":{"card-link":"Witness Protection"}},{"insert":" , "},{"insert":{"card-link":"Unable to Scream"}},{"insert":" , "},{"insert":{"card-link":"Pongify"}},{"insert":" , "},{"insert":{"card-link":"Rapid Hybridization"}},{"insert":" , "},{"insert":{"card-link":"Eaten by Piranhas"}},{"insert":" , "},{"insert":{"card-link":"Negate"}},{"insert":" , "},{"insert":{"card-link":"An Offer You Can't Refuse"}},{"insert":" , "},{"insert":{"card-link":"Foil"}},{"insert":" , \nYour removal suite. not a lot of counterspells. Always wait for the last second to react. Only intervene when an opponent is about to run away with the game. Don't play to annoy people. Intervene to survive. That's the most difficult part of playing this deck.\n\n"},{"insert":{"card-link":"Merchant Raiders"}},{"insert":" , "},{"insert":{"card-link":"Kefnet's Monument"}},{"insert":" \nBoth those cards do a lot of work to disrupt big attackers. But be careful, merchant raiders is a realy opressive card.\n\n"},{"insert":{"card-link":"Graaz, Unstoppable Juggernaut"}},{"insert":" , "},{"insert":{"card-link":"Throne of the God-Pharaoh"}},{"insert":" \nThe finishers. The deck struggles with high damage. Those are the two cards that can turn your little army of flyers into big beaters or burn right through opponents' defenses. The Throne synergizes well with the indomitable, but is completely negated by teferi's veil, so be careful.\n\n"},{"insert":{"card-link":"Honored Heirloom"}},{"insert":" \nUnfortunately the only graveyard hate card, keep it close.\n\n"},{"insert":{"card-link":"Bender's Waterskin"}},{"insert":" \nEspecially good with "},{"attributes":{"bold":true},"insert":"The Blue Spirit"},{"insert":" to be able to play a 1 mana creature every combat phase. Also good to keep a 1 mana removal up (or fake having one).\n\n"},{"insert":{"card-link":"Oaken Siren"}},{"insert":" , "},{"insert":{"card-link":"Steelswarm Operator"}},{"insert":" \nOaken Siren is PERFECT. It's a flying vigilanting artifacting manadorking pirate. Can cast/reconfigure Chippy, can cast/reanimate The Indomitable, can trigger Malcolm or The Blue Spirit, can cast both Graaz and the Throne. Steelswarm Operator is a nonpirate equivalent. Not as god... but still good... \n\n"},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" \nA classic in Mono Blue. Grab a piece of removal from your graveyard.\n\n"},{"insert":{"card-link":"Flow of Knowledge"}},{"insert":" , "},{"insert":{"card-link":"Midnight Clock"}},{"insert":" \nThe biggest offset pieces of card draw. Those are important, they allow you to refill your hand without relying on attackers. Only use them when you are in a tough spot. (Last time I used mine the table juste got hit by a "},{"insert":{"card-link":"Farewell"}},{"insert":" and it allowed me to rebuild faster than my opponents)\n\nA LAST BIT OF ADVICE"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Not all hands need to be on deck! Don't overextend! It's easy to swarm the board with this deck. Don't overdo it, unless you have a way to protect your board.\nPeople always ask me why I'm such a land lubber... especially in a deck that draws so many cards... Mathmaticaly speaking, a 100 card deck should have 42.5 lands! The mana curve being pretty low, I rounded down the land count to 40. Drawing a lot of cards allows you to dig through the clumps of lands while allowing you to always have a functionnal opening hand. \nYour commander si NOT essential to your strategy. As long as you have creatures and a Coastal Piracy Effect, you're good to go!\n\nRARE BOOTY"},{"attributes":{"header":2},"insert":"\n"},{"insert":"You pillaged more blingy trinkets? Stay on the lookout for those upgrades : \nBetter flyers like "},{"insert":{"card-link":"Faerie Mastermind"}},{"insert":" or "},{"insert":{"card-link":"Ledger Shredder"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sweepers like "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" , "},{"insert":{"card-link":"Season of Weaving"}},{"insert":" or "},{"insert":{"card-link":"Ugin's Binding"}},{"insert":" (backed by Graaz)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Free counterspells like "},{"insert":{"card-link":"Force of Negation"}},{"insert":" or "},{"insert":{"card-link":"Force of Will"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Combo lines like "},{"insert":{"card-link":"Isochron Scepter"}},{"insert":" & "},{"insert":{"card-link":"Dramatic Reversal"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Alternate wincons like "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" or "},{"insert":{"card-link":"Thassa's Oracle"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nFair wind hearties! May you and your boys sail safe!\n"}]}
Draw
Malcolm, Alluring Scoundrel
Flash
Flying
Whenever Malcolm deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
Flying
Whenever Malcolm deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
Legendary Creature - Pirate Siren

Silent Hallcreeper
This creature can't be blocked.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Creature Enchantment - Horror

Storm Fleet Negotiator
Flying
Parley — Whenever this creature attacks, each player reveals the top card of their library. For each nonland card revealed this way, you create a Map token. Then each player draws a card. (A Map token is an artifact with ", , Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
Parley — Whenever this creature attacks, each player reveals the top card of their library. For each nonland card revealed this way, you create a Map token. Then each player draws a card. (A Map token is an artifact with ", , Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
Creature - Pirate Siren

Draw
(CTRL to add secondary)
Evasion
Evasion
(CTRL to add secondary)
Finisher
Graaz, Unstoppable Juggernaut
Juggernauts you control attack each combat if able.
Juggernauts you control can't be blocked by Walls.
Other creatures you control have base power and toughness 5/3 and are Juggernauts in addition to their other creature types.
Juggernauts you control can't be blocked by Walls.
Other creatures you control have base power and toughness 5/3 and are Juggernauts in addition to their other creature types.
Legendary Creature Artifact - Juggernaut

Finisher
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Lieutenants
Malcolm, Keen-Eyed Navigator
Flying
Whenever one or more Pirates you control deal damage to your opponents, you create a Treasure token for each opponent dealt damage. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Partner (You can have two commanders if both have partner.)
Whenever one or more Pirates you control deal damage to your opponents, you create a Treasure token for each opponent dealt damage. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Partner (You can have two commanders if both have partner.)
Legendary Creature - Pirate Siren

The Reality Chip
You may look at the top card of your library any time.
As long as The Reality Chip is attached to a creature, you may play lands and cast spells from the top of your library.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
As long as The Reality Chip is attached to a creature, you may play lands and cast spells from the top of your library.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Legendary Creature Artifact - Equipment Jellyfish

Lieutenants
(CTRL to add secondary)
Protection
Protection
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Removal
Kitesail Larcenist
Flying, ward
When this creature enters, for each player, choose up to one other target artifact or creature that player controls. For as long as this creature remains on the battlefield, the chosen permanents become Treasure artifacts with ", Sacrifice this artifact: Add one mana of any color" and lose all other abilities.
When this creature enters, for each player, choose up to one other target artifact or creature that player controls. For as long as this creature remains on the battlefield, the chosen permanents become Treasure artifacts with ", Sacrifice this artifact: Add one mana of any color" and lose all other abilities.
Creature - Human Pirate

Removal
(CTRL to add secondary)
Tokens
Chasm Skulker
Whenever you draw a card, put a +1/+1 counter on this creature.
When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)
When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)
Creature - Horror Squid

Tokens
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"ALL ABOOOOOOAAAAAAARD!!!"},{"attributes":{"header":1},"insert":"\n"},{"insert":{"image":"https://cards.scryfall.io/large/front/7/3/736cabaf-1387-4035-8751-3976eb835c8a.jpg?1700657267"}},{"insert":"\n\nAhoy matey! THE CREW is a flexible, smooth sailing, reliable deck. The gameplan is simple.\nPlay small evasive creatures. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Play a coastal piracy effect. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Attack for chip damage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Draw tons of cards, keep interaction, police the table. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Wait for the end of the game and sweep in for the win."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThis deck is a blue aggro strategy that tries to stay under the radar, but it has plenty of ways to disrupt the most problematic threats on the table. \n\n"},{"insert":{"image":"https://media1.tenor.com/m/q_IqREkTsGwAAAAd/muppet-treasure-island-singing.gif"}},{"insert":"\n\"I'M THE CAPTAIN NOW\""},{"attributes":{"header":1},"insert":"\n"},{"insert":"At its helm I listed the indomitable, but there are actually 4 possible captains able to lead the crew.\n\n"},{"insert":{"card-link":"The Indomitable"}},{"insert":" \nProbably the strongest. It's a coastal piracy effect in the Comand Zone. As an artifact it's more difficult to interact with. Plus, hitting with a 6/6 trampling BIG BOAT every turn in blue is pretty funny.\n\n"},{"insert":{"card-link":"The Reality Chip"}},{"insert":" \n My original commander for this deck. Let's call her Chippy (Yes, she a her). She presents a very low threat to the table, so she will likely stay on the board. when she is equipped she is harder to remove, she even becomes immune to creature boardwipes. Chippy shines when she reconfigures, slinging spells from the top of the library offers an impressive amount of card advantage. Playing an instant from the top is an unbelievable feeling!\n\n"},{"insert":{"card-link":"Malcolm, Keen-Eyed Navigator"}},{"insert":" & "},{"insert":{"card-link":"Esior, Wardwing Familiar"}},{"insert":" \nThe lower powered version of the deck, it offers some ramp to keep casting little creature spells, but it forces you to keep a hand with a coastal piracy effect. It just fits the curve perfectly... T1 play a flyer/unblockable, T2 play Esior, T3 play Malcolm, T4 play a Coastal Piracy Effect ---> Attack, draw, make treasures!\n\n"},{"insert":{"card-link":"The Blue Spirit"}},{"insert":" \nThe most controlling way to play the deck. Keep interaction in your hand, and sling a 1 mana flyer on every opponent's turn. Remember that there is a combat phase EVERY TURN even if the opponent doesn't attack.\n\nSYNERGIES"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Those 4 commanders have synergies between each other and are great in the 99 :\nMalcolm is a pirate that can help reanimate The Indomitable."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Malcolm & Esior are flyers that can trigger coastal piracy effects and Esior in the 99 can protect any of its crewmates. In adition both are great targets for Chippy."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The Blue Spirit can help pinpoint and draw cards from the top of your library, especialy when the reality chip isn't reconfigured."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nWhy play this deck?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"It's a \"fair\" blue deck. No combos or big controling turns. As is, it's a pretty budget list.\nIt is VERY consitant! With a free mulligan, I never had a bad game with it. My worst games had just, \"okay\" openings, but you never have non-games.\nYou have 4 commanders! It's easy for the deck to feel fresh again and adapt to different tables. And I'm sure we can find more commanders to add/swap.\nThere are pieces coming out for this deck almost every set. The \"pirate\" subtheme can easily be dropped and it would function the same.\nThe gameplan is to steal games. And stealing games feels sooo much better than dominating and wining. It's scoundrel time!\n\n"},{"attributes":{"bold":true},"insert":"Why not play this deck?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"It's pretty low powered. It's hard to close games against an apponent that went over the top. Especialy if they have a lot of life left.\nIf you're the only one trying to police what's hapening on the batlefield, you can quickly run out of steam and be overwhelmed. \nOr worse, you become the target because no one else is packing removal.\n\n"},{"insert":{"image":"https://i.gifer.com/73t5.gif"}},{"insert":"\nKEY CARDS"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Propaganda"}},{"insert":" & "},{"insert":{"card-link":"Aetherize"}},{"insert":" \nThe two best ways to protect yourself from a token deck. But be careful, dropping propaganda too early puts a target on your back.\n\n"},{"insert":{"card-link":"PuPu UFO"}},{"insert":" \nI LOVE this card! I play it in any deck that draws a lot of cards. Drop 2 lands a turn! Additionaly, it's a decent blocker! (Drop your 2nd land just before your turn if you can.)\n\n"},{"insert":{"card-link":"Deadeye Quartermaster"}},{"insert":" \nCan tutor "},{"attributes":{"bold":true},"insert":"The Reality Chip"},{"insert":" or "},{"attributes":{"bold":true},"insert":"The Indomitable"},{"insert":".\n\n"},{"insert":{"card-link":"Wizard Class"}},{"insert":" , "},{"insert":{"card-link":"Decanter of Endless Water"}},{"insert":" , "},{"insert":{"card-link":"Thought Vessel"}},{"insert":" \nTo keep your giant hand, Many people don't like those type of cards, but you just need to oragnize your hand better. Keep your lands on the left, your key cards (from this section) on the right, and everything else in the midle.\n\n"},{"insert":{"card-link":"Coastal Piracy"}},{"insert":" , "},{"insert":{"card-link":"Reconnaissance Mission"}},{"insert":" , "},{"insert":{"card-link":"Bident of Thassa"}},{"insert":" , "},{"insert":{"card-link":"Enduring Curiosity"}},{"insert":" , "},{"insert":{"card-link":"The Indomitable"}},{"insert":" , \nIdeally you need one of those in your opening hand. You need 1 in play. 2 makes the game go crazy. 3 is overkill. You risk decking yourself. Keep 1 in hand in case the others are destroyed.\n\n"},{"insert":{"card-link":"Bottomless Pool // Locker Room"}},{"insert":" \nA cool 2 for 1. The 5 mana room isn't a real Coastal Piracy... it doesn't trigger for each creature dealing damage, but it triggers for each player being dealt damage by one of your creature.\n\n"},{"insert":{"card-link":"Witness Protection"}},{"insert":" , "},{"insert":{"card-link":"Unable to Scream"}},{"insert":" , "},{"insert":{"card-link":"Pongify"}},{"insert":" , "},{"insert":{"card-link":"Rapid Hybridization"}},{"insert":" , "},{"insert":{"card-link":"Eaten by Piranhas"}},{"insert":" , "},{"insert":{"card-link":"Negate"}},{"insert":" , "},{"insert":{"card-link":"An Offer You Can't Refuse"}},{"insert":" , "},{"insert":{"card-link":"Foil"}},{"insert":" , \nYour removal suite. not a lot of counterspells. Always wait for the last second to react. Only intervene when an opponent is about to run away with the game. Don't play to annoy people. Intervene to survive. That's the most difficult part of playing this deck.\n\n"},{"insert":{"card-link":"Merchant Raiders"}},{"insert":" , "},{"insert":{"card-link":"Kefnet's Monument"}},{"insert":" \nBoth those cards do a lot of work to disrupt big attackers. But be careful, merchant raiders is a realy opressive card.\n\n"},{"insert":{"card-link":"Graaz, Unstoppable Juggernaut"}},{"insert":" , "},{"insert":{"card-link":"Throne of the God-Pharaoh"}},{"insert":" \nThe finishers. The deck struggles with high damage. Those are the two cards that can turn your little army of flyers into big beaters or burn right through opponents' defenses. The Throne synergizes well with the indomitable, but is completely negated by teferi's veil, so be careful.\n\n"},{"insert":{"card-link":"Honored Heirloom"}},{"insert":" \nUnfortunately the only graveyard hate card, keep it close.\n\n"},{"insert":{"card-link":"Bender's Waterskin"}},{"insert":" \nEspecially good with "},{"attributes":{"bold":true},"insert":"The Blue Spirit"},{"insert":" to be able to play a 1 mana creature every combat phase. Also good to keep a 1 mana removal up (or fake having one).\n\n"},{"insert":{"card-link":"Oaken Siren"}},{"insert":" , "},{"insert":{"card-link":"Steelswarm Operator"}},{"insert":" \nOaken Siren is PERFECT. It's a flying vigilanting artifacting manadorking pirate. Can cast/reconfigure Chippy, can cast/reanimate The Indomitable, can trigger Malcolm or The Blue Spirit, can cast both Graaz and the Throne. Steelswarm Operator is a nonpirate equivalent. Not as god... but still good... \n\n"},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" \nA classic in Mono Blue. Grab a piece of removal from your graveyard.\n\n"},{"insert":{"card-link":"Flow of Knowledge"}},{"insert":" , "},{"insert":{"card-link":"Midnight Clock"}},{"insert":" \nThe biggest offset pieces of card draw. Those are important, they allow you to refill your hand without relying on attackers. Only use them when you are in a tough spot. (Last time I used mine the table juste got hit by a "},{"insert":{"card-link":"Farewell"}},{"insert":" and it allowed me to rebuild faster than my opponents)\n\nA LAST BIT OF ADVICE"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Not all hands need to be on deck! Don't overextend! It's easy to swarm the board with this deck. Don't overdo it, unless you have a way to protect your board.\nPeople always ask me why I'm such a land lubber... especially in a deck that draws so many cards... Mathmaticaly speaking, a 100 card deck should have 42.5 lands! The mana curve being pretty low, I rounded down the land count to 40. Drawing a lot of cards allows you to dig through the clumps of lands while allowing you to always have a functionnal opening hand. \nYour commander si NOT essential to your strategy. As long as you have creatures and a Coastal Piracy Effect, you're good to go!\n\nRARE BOOTY"},{"attributes":{"header":2},"insert":"\n"},{"insert":"You pillaged more blingy trinkets? Stay on the lookout for those upgrades : \nBetter flyers like "},{"insert":{"card-link":"Faerie Mastermind"}},{"insert":" or "},{"insert":{"card-link":"Ledger Shredder"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sweepers like "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" , "},{"insert":{"card-link":"Season of Weaving"}},{"insert":" or "},{"insert":{"card-link":"Ugin's Binding"}},{"insert":" (backed by Graaz)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Free counterspells like "},{"insert":{"card-link":"Force of Negation"}},{"insert":" or "},{"insert":{"card-link":"Force of Will"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Combo lines like "},{"insert":{"card-link":"Isochron Scepter"}},{"insert":" & "},{"insert":{"card-link":"Dramatic Reversal"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Alternate wincons like "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" or "},{"insert":{"card-link":"Thassa's Oracle"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nFair wind hearties! May you and your boys sail safe!\n"}]}





















































