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Yarr gonna have a bad time with this

This is a quick aggro tribal pirate deck, your general gameplan is to populate the battlefield with as many pirates as possible quickly, and attack everyone until they die. In order to help you achieve a very quick victory we have a lot of useful mechanics

Just having treasures is great, don't get me wrong, but sometimes it's better because of cards like Burdened Aerialist, Captain Lannery Storm, Captain Storm, Cosmium Raider, Deadeye Plunderers, Fathom Fleet Swordjack, and Gemcutter Buccaneer
that's worded like a google search, but good question; usually admiral brass, unisnkable's ETB gets you going quickly enough, but if you need help or want to tutor some specific pirates i suggest using Forerunner of the Coalition, Francisco, Fowl Marauder, Malcolm, Alluring Scoundrel, Faithless Looting, Prismari Command, Nephalia Drownyard, Duskmantle, House of Shadow, and Desolate Lighthouse.
since most of your pirates will enter the battlefield at least twice, you might get twice the ETB benefit, which is why I run Amphin Mutineer, Burdened Aerialist, Corsair Captain, Dire Fleet Daredevil, Dire Fleet Poisoner, the one and only Dockside Extortionist, Dreamcaller Siren, Hostage Taker, Pirated Copy, Ramirez DePietro, Pillager, Rishadan Footpad, while Merchant Raiders, Gemcutter Buccaneer, Forerunner of the Coalition, and Coercive Recruiter work for themselves and each other pirate entering the battlefield under your control
in addition to your standard tribal cards that work with every tribe (I'm talking Coat of Arms, Herald's Horn, Molten Echoes, Reflections of Littjara, Shared Animosity, Kindred Dominance, Raise the Palisade, and Roaming Throne), there are many cards that only work with other pirates, first those same ETB ones, so Merchant Raiders, Gemcutter Buccaneer, Forerunner of the Coalition, and Coercive Recruiter; second some pirate buffs like admiral becket brass, Corsair Captain, Dire Fleet Captain, Dire Fleet Poisoner, Skeleton Crew, Buccaneer's Bravado, and Fell Flagship; and last some combat sinergies like Breeches, Eager Pillager, Francisco, Fowl Marauder, Malcolm, Keen-Eyed Navigator, and Ramirez DePietro, Pillager.
Since you will reanimate at least one pirate per turn, there is not a need to protect your own cards, so control is mostly aimed at stopping your opponents from playing good cards and destroying their best cards that are already on the board: Amphin Mutineer, Dire Fleet Poisoner, Hostage Taker, Chaos Warp, Pongify, Lethal Scheme, Prismari Command, Reality Shift, Rapid Hybridization, Terminate, Kindred Dominance, and Raise the Palisade got you covered on the removal side; Spell Swindle, Lookout's Dispersal, Siren Stormtamer and Admiral's Order are the only counterspells I'm willing to play in this deck; March of the Drowned and Siren's Ruse are all the protection your pirates will need. In the end though, what better way is there to stop your opponent from playing than killing him directly? none, that's why Buccaneer's Bravado, Shared Animosity, Coat of Arms, Zara, Renegade Recruiter, Wonder, Warkite Marauder, Port Razer, Gemcutter Buccaneer, Forerunner of the Coalition, Fathom Fleet Swordjack, Broadside Bombardiers, and Angrath's Marauders will make short work of your foes

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95% Casual

Competitive

Date added 10 months
Last updated 2 weeks
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 2 Mythic Rares

50 - 5 Rares

23 - 2 Uncommons

6 - 3 Commons

Cards 100
Avg. CMC 3.33
Tokens Ape 3/3 G, Copy Clone, Frog Lizard 3/3 G, Manifest 2/2 C, Orc Army, Shapeshifter 3/2 C, Skeleton Pirate 2/2 B, Treasure
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