33 views30 hrs ago
Commander
Size: 100Est cost: $123.73Salt sum: 55
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GilouSenior

33 views30 hrs ago
Commander
Size: 100Est cost: $123.73Salt sum: 55

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{"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"}]}

Commander

Qty: 1 Price: $5.99
The Indomitable
Trample
Whenever a creature you control deals combat damage to a player, draw a card.
Crew 3
You may cast this card from your graveyard as long as you control three or more tapped Pirates and/or Vehicles.
Legendary Artifact - Vehicle
The Indomitable (lcc) 43

Commander

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Draw

Qty: 14 Price: $33.04
Azure Fleet Admiral
When this creature enters, you become the monarch.
This creature can't be blocked by creatures the monarch controls.
Creature - Human Pirate
Azure Fleet Admiral (lcc) 144
Bident of Thassa
Whenever a creature you control deals combat damage to a player, you may draw a card.
,
: Creatures your opponents control attack this turn if able.
Legendary Artifact Enchantment
Bident of Thassa (blc) 162
Bottomless Pool
When you unlock this door, return up to one target creature to its owner's hand.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room
Bottomless Pool // Locker Room (dsk) 43
Coastal Piracy
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
Enchantment
Coastal Piracy (8ed) 67
Enduring Curiosity
Flash
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Cat Glimmer
Enduring Curiosity (dsk) 51
Flitterwing Nuisance
Flying
This creature enters with a -1/-1 counter on it.
, Remove a counter from this creature: Whenever a creature you control deals combat damage to a player or planeswalker this turn, draw a card.
Creature - Rogue Faerie
Flitterwing Nuisance (ecl) 48
Flow of Knowledge
Draw a card for each Island you control, then discard two cards.
Instant
Flow of Knowledge (bro) 49
Ghostly Pilferer
Whenever this creature becomes untapped, you may pay
. If you do, draw a card.
Whenever an opponent casts a spell from anywhere other than their hand, draw a card.
Discard a card: This creature can't be blocked this turn.
Creature - Rogue Spirit
Ghostly Pilferer (otc) 98
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.
Legendary Creature - Pirate Siren
Malcolm, Alluring Scoundrel (lci) 63
Reconnaissance Mission
Whenever a creature you control deals combat damage to a player, you may draw a card.
Cycling
(
, Discard this card: Draw a card.)
Enchantment
Reconnaissance Mission (woc) 105
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.
Creature Enchantment - Horror
Silent Hallcreeper (dsk) 72
Spectral Sailor
Flash (You may cast this spell any time you could cast an instant.)
Flying
: Draw a card.
Creature - Spirit Pirate
Spectral Sailor (fdn) 164
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.")
Creature - Pirate Siren
Storm Fleet Negotiator (lcc) 78
Wizard Class
(Gain the next level as a sorcery to add its ability.)
You have no maximum hand size.
: Level 2
When this Class becomes level 2, draw two cards.
: Level 3
Whenever you draw a card, put a +1/+1 counter on target creature you control.
Enchantment - Class
Wizard Class (afr) 81

Draw

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Evasion

Qty: 13 Price: $9.57
Departed Deckhand
When this creature becomes the target of a spell, sacrifice it.
This creature can't be blocked except by Spirits.
: Another target creature you control can't be blocked this turn except by Spirits.
Creature - Spirit Pirate
Departed Deckhand (lcc) 153
Emrakul's Messenger
Devoid (This card has no color.)
Flying
Whenever you draw your second card each turn, create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add
."
Creature - Rogue Faerie Eldrazi
Emrakul's Messenger (mh3) 61
Faerie Seer
Flying
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Creature - Wizard Faerie
Faerie Seer (mh1) 51
Gudul Lurker
This creature can't be blocked.
Megamorph
(You may cast this card face down as a 2/2 creature for
. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)
Creature - Salamander
Gudul Lurker (plst) DTK-56
Mischievous Mystic
Flying
Whenever you draw your second card each turn, create a 1/1 blue Faerie creature token with flying.
Creature - Human Wizard
Mischievous Mystic (fdn) 47
Mist-Cloaked Herald
This creature can't be blocked.
Creature - Warrior Merfolk
Mist-Cloaked Herald (m19) 310
Slither Blade
This creature can't be blocked.
Creature - Rogue Snake
Slither Blade (otc) 114
Snaremaster Sprite
Flying
When this creature enters, you may pay
. When you do, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Creature - Wizard Faerie
Snaremaster Sprite (woe) 68
Spectrum Sentinel
Protection from multicolored (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything multicolored.)
Whenever a nonbasic land an opponent controls enters, you gain 1 life.
Creature Artifact - Soldier
Spectrum Sentinel (bro) 244
Spyglass Siren
Flying
When this creature enters, create a Map token. (It's an artifact with "
,
, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
Creature - Pirate Siren
Spyglass Siren (lci) 78
Tetsuko Umezawa, Fugitive
Creatures you control with power or toughness 1 or less can't be blocked.
Legendary Creature - Human Rogue
Tetsuko Umezawa, Fugitive (blc) 177
Triton Shorestalker
This creature can't be blocked.
Creature - Merfolk Rogue
Triton Shorestalker (otc) 121
Warkite Marauder
Flying
Whenever this creature attacks, target creature defending player controls loses all abilities and has base power and toughness 0/1 until end of turn.
Creature - Human Pirate
Warkite Marauder (lcc) 179

Evasion

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Finisher

Qty: 2 Price: $9.98
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.
Legendary Creature Artifact - Juggernaut
Graaz, Unstoppable Juggernaut (one) 229
Throne of the God-Pharaoh
At the beginning of your end step, each opponent loses life equal to the number of tapped creatures you control.
Legendary Artifact
Throne of the God-Pharaoh (akh) 237

Finisher

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Land

Qty: 40 Price: $1.99
Island
(
: Add
.)
Basic Land - Island
Island (hob) 195
Mystic Sanctuary
(
: Add
.)
This land enters tapped unless you control three or more other Islands.
When this land enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
Land - Island
Mystic Sanctuary (soc) 388

Land

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Lieutenants

Qty: 4 Price: $11.62
Esior, Wardwing Familiar
Flying
Spells your opponents cast that target one or more commanders you control cost
more to cast.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Bird
Esior, Wardwing Familiar (cmr) 67
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.)
Legendary Creature - Pirate Siren
Malcolm, Keen-Eyed Navigator (lcc) 161
The Blue Spirit
You may cast the first creature spell you cast each turn as though it had flash.
Whenever a nontoken creature you control enters during combat, draw a card.
Legendary Creature - Human Rogue Ally
The Blue Spirit (tle) 90
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.)
Legendary Creature Artifact - Equipment Jellyfish
The Reality Chip (neo) 449

Lieutenants

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Protection

Qty: 3 Price: $2.97
Diversion Unit
Flying
, Sacrifice this creature: Counter target instant or sorcery spell unless its controller pays
.
Creature Artifact - Robot
Diversion Unit (dft) 41
Siren Stormtamer
Flying
, Sacrifice this creature: Counter target spell or ability that targets you or a creature you control.
Creature - Wizard Pirate Siren
Siren Stormtamer (lcc) 171
Teferi's Veil
Whenever a creature you control attacks, it phases out at end of combat. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.)
Enchantment
Teferi's Veil (plst) WTH-53

Protection

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Ramp

Qty: 7 Price: $17.51
Bender's Waterskin
Untap this artifact during each other player's untap step.
: Add one mana of any color.
Artifact
Bender's Waterskin (tla) 255
Decanter of Endless Water
You have no maximum hand size.
: Add one mana of any color.
Artifact
Decanter of Endless Water (clb) 444
Honored Heirloom
: Add one mana of any color.
,
: Exile target card from a graveyard.
Artifact
Honored Heirloom (vow) 257
Oaken Siren
Flying, vigilance
: Add
. Spend this mana only to cast an artifact spell or activate an ability of an artifact source.
Creature Artifact - Pirate Siren
Oaken Siren (lci) 66
PuPu UFO
Flying
: You may put a land card from your hand onto the battlefield.
: Until end of turn, this creature's base power becomes equal to the number of Towns you control.
Creature Artifact - Construct Alien
PuPu UFO (fin) 266
Sapphire Medallion
Blue spells you cast cost
less to cast.
Artifact
Sapphire Medallion (mh3) 296
Steelswarm Operator
Flying
: Add
. Spend this mana only to cast an artifact spell.
: Add
. Spend this mana only to activate abilities of artifact sources.
Creature Artifact - Soldier Robot
Steelswarm Operator (eoe) 80

Ramp

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Removal

Qty: 15 Price: $30.27
Abjure
As an additional cost to cast this spell, sacrifice a blue permanent.
Counter target spell.
Instant
Abjure (wth) 31
Aetherize
Return all attacking creatures to their owner's hand.
Instant
Aetherize (fdn) 151
An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (snc) 464
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Instant
Arcane Denial (soc) 187
Eaten by Piranhas
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature loses all abilities and is a black Skeleton creature with base power and toughness 1/1. (It loses all other colors, card types, and creature types.)
Enchantment - Aura
Eaten by Piranhas (fdn) 507
Engulf the Shore
Return to their owners' hands all creatures with toughness less than or equal to the number of Islands you control.
Instant
Engulf the Shore (ddt) 5
Flare of Denial
You may sacrifice a nontoken blue creature rather than pay this spell's mana cost.
Counter target spell.
Instant
Flare of Denial (mh3) 400
Hypnotic Siren
Bestow
(If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
Flying
You control enchanted creature.
Enchanted creature gets +1/+1 and has flying.
Creature Enchantment - Siren
Hypnotic Siren (jou) 42
Hypnotic Sprite
Flying
Creature - Faerie
Hypnotic Sprite // Mesmeric Glare (fic) 264
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.
Creature - Human Pirate
Kitesail Larcenist (lci) 61
Merchant Raiders
Whenever this creature or another Pirate you control enters, tap up to one target creature. That creature doesn't untap during its controller's untap step for as long as you control this creature.
Creature - Human Pirate
Merchant Raiders (lcc) 163
Ravenform
Exile target artifact or creature. Its controller creates a 1/1 blue Bird creature token with flying.
Foretell
(During your turn, you may pay
and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery
Ravenform (lcc) 167
Snap
Return target creature to its owner's hand. Untap up to two lands.
Instant
Snap (woc) 110
Unable to Scream
Enchant creature
Enchanted creature loses all abilities and is a Toy artifact creature with base power and toughness 0/2 in addition to its other types.
As long as enchanted creature is face down, it can't be turned face up.
Enchantment - Aura
Unable to Scream (dsk) 78
Witness Protection
Enchant creature
Enchanted creature loses all abilities and is a green and white Citizen creature with base power and toughness 1/1 named Legitimate Businessperson. (It loses all other colors, card types, creature types, and names.)
Enchantment - Aura
Witness Protection (fdn) 168

Removal

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Tokens

Qty: 1 Price: $0.79
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.)
Creature - Horror Squid
Chasm Skulker (fic) 262

Tokens

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 6 cards
61 pips - 52 cards
50 mana - 48 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
1 mana - 1 card
CategoriesQtyOdds
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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"}]}
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