1237 views3 months ago
Commander
Size: 100Est cost: $718.40Salt sum: 42.47
Colossus
1237 views3 months ago
Commander
Size: 100Est cost: $718.40Salt sum: 42.47
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Commander
Admiral Brass, Unsinkable
When Admiral Brass enters, mill four cards.
At the beginning of combat on your turn, you may return target Pirate creature card from your graveyard to the battlefield with a finality counter on it. It has base power and toughness 4/4. It gains haste until end of turn. (If a creature with a finality counter on it would die, exile it instead.)
At the beginning of combat on your turn, you may return target Pirate creature card from your graveyard to the battlefield with a finality counter on it. It has base power and toughness 4/4. It gains haste until end of turn. (If a creature with a finality counter on it would die, exile it instead.)
Legendary Creature - Human Pirate

Commander
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Anthem
Skeleton Crew
Each other creature you control that's a Skeleton or Pirate gets +1/+1.
Whenever one or more creature cards leave your graveyard, create a 2/2 black Skeleton Pirate creature token. (This ability triggers only from the battlefield.)
: Return this card from your graveyard to the battlefield tapped.
Whenever one or more creature cards leave your graveyard, create a 2/2 black Skeleton Pirate creature token. (This ability triggers only from the battlefield.)
: Return this card from your graveyard to the battlefield tapped.
Creature - Skeleton Pirate

Anthem
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Copy
Pirated Copy
You may have this creature enter as a copy of any creature on the battlefield, except it's a Pirate in addition to its other types and it has "Whenever this creature or another creature with the same name deals combat damage to a player, you draw a card."
Creature - Shapeshifter Pirate

Copy
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Counterspell
Counterspell
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Draw
Brass's Tunnel-Grinder
When Brass's Tunnel-Grinder enters, discard any number of cards, then draw that many cards plus one.
At the beginning of your end step, if you descended this turn, put a bore counter on Brass's Tunnel-Grinder. Then if there are three or more bore counters on it, remove those counters and transform it. (You descended if a permanent card was put into your graveyard from anywhere.)
At the beginning of your end step, if you descended this turn, put a bore counter on Brass's Tunnel-Grinder. Then if there are three or more bore counters on it, remove those counters and transform it. (You descended if a permanent card was put into your graveyard from anywhere.)
Legendary Artifact


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

Palantír of Orthanc
At the beginning of your end step, put an influence counter on Palantír of Orthanc and scry 2. Then target opponent may have you draw a card. If that player doesn't, you mill X cards, where X is the number of influence counters on Palantír of Orthanc, and that player loses life equal to the total mana value of those cards.
Legendary Artifact

Draw
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Evasion
Evasion
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Finisher
Finisher
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Land
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
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Mill
The Grim Captain's Locker
: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
: Until end of turn, each creature card in your graveyard gains "Escape—, Exile four other cards from your graveyard." (You may cast a card with escape from your graveyard for its escape cost.)
: Until end of turn, each creature card in your graveyard gains "Escape—, Exile four other cards from your graveyard." (You may cast a card with escape from your graveyard for its escape cost.)
Legendary Artifact

Mill
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Ramp
Ramp
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Recursion
Underworld Breach
Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
At the beginning of the end step, sacrifice this enchantment.
At the beginning of the end step, sacrifice this enchantment.
Enchantment

Recursion
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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
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Treasure
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

Ramirez DePietro, Pillager
When Ramirez DePietro enters, you lose 2 life and create two Treasure tokens.
Whenever one or more Pirates you control deal combat damage to a player, exile the top card of that player's library. You may cast that card for as long as it remains exiled.
Whenever one or more Pirates you control deal combat damage to a player, exile the top card of that player's library. You may cast that card for as long as it remains exiled.
Legendary Creature - Human Pirate

Treasure
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Tutor
Tutor
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"The deck's gameplan is quite simple; fill up the GY with as many pirates as possible, and use Admiral Brass to bring them out for free. Use trigger doublers and extra combats to use her effect multiple times in a single turn. Then, kill the whole table in one big turn, through overwhelming combat damage.\n\nThe deck's primary win condition is Port Razer, a pirate that can grant you extra combats, setting up for Admiral Brass perfectly. The biggest weakness of Port Razer is of course that it must deal combat damage to trigger its effect, so making it evasive is incredibly important. Because Admiral Brass brings Port Razer to the battlefield during the combat step, sorcery speed evasion effects like auras and equipment will not work. Or at least, they introduce the major weakness of having to wait a turn before you attack. Port Razer is an incredibly obvious threat when its on the field, which means playing it too early will draw the aggression of the entire table. So, instead we focus on using either instant speed evasion effects like Rogue's Passage and Key to the City or effects that apply passively to your entire board, like Wonder and Cover of Darkness. \n\nBecause Admiral Brass can bring 1 or more pirates out of your GY for free every turn, we basically never need to worry about trying to cast them from hand. Whenever you surveil or explore, you should always send any pirate creatures you find to the GY. Your mana should be spent on powerful enchantment and artifact spells that set up you and your pirates for more success when they actually hit the field. This is also why we don't run cards like Reflections of Littjara or Double Down, which might seem like perfect fits, but since the pirates are basically never actually \"cast,\" those cards end up being a waste more often than not. \n\nOne of the greatest strengths of this deck is its consistency, thanks to access to several tutor-to-GY effects like Entomb and Buried Alive. As I mentioned before, going for Port Razer too early can be a big mistake, since it puts a huge target on its back and on yours. Plus, Admiral Brass can really only take full advantage of extra combats if your GY is already filled with pirates. So, if you get to use one of the tutor-to-gy effects in the early game, its better to go for cards that can help fill the GY even more, or cards that set you up for the future. Whenever I resolve Buried Alive in the first few turns, I like to send specifically Francisco, Fowl Marauder, Forerunner of the Coalition, and Wonder. Use Admiral Brass to bring out Francisco first, and use his Explore ability to fill the GY as much as you can. Bringing out Forerunner while Francisco is already on the field is a great play, because Forerunner lets you tutor any pirate to the top of your deck, then Francisco immediately lets you send it from the top of the deck to the GY before you draw it next turn. All the while, Francisco keeps getting bigger from the +1/+1 counters. \n\nOne of the weaknesses of this deck is the lack of removal. Or more specifically, the removal that you do have is fairly narrow. Rather than running actual removal spells, we use removal effects on our pirates when they ETB. This is great because it means we always have easy access to it, can find the ones we need fairly consistently, and don't have to pay mana for them. The down side is that it limits the type of removal to just what is printed on pirates. Enchantments in particular a a big threat to this deck. If any of you want to make changes to the deck, adding more removal would be the way to go.\n"}]}










































































