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Admiral Beckett Brass (EDH / Commander)

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I find that actually stealing anything with Beckett is really hard and i feel Beckett herself is kind of a weak commander.
-Not only do you need three pirates.
-Not only do they all need to attack the same player and make it through their blockers and removals. ( Since it HAS to be Combat Damage.)
-Not only does your opponent need to have a permanent in play that you would want to have and can actually use. ( For instance, aura cards that target lands, like New Horizon's or Wild Growth can be "Taken Control of." The enchantment itself is stuck to their land and the land itself is what get's the ability. And are therefore a useless card to steal.)
-But you then also need to make it to the beginning of your endstep before you can finally take a permanent. In that time they can just sacrifice it if they have the ability to do so.
So the idea with this build was to reward myself for attacking. Either by getting cards, treasures, damage(Ofcourse), and triggering Beckett Brass's steal ability... well it can at least put fear in a player.

I do try to steal my opponents creatures temporarily. Not just for their effects but also to remove potential blockers and using sacrifice outlets on them.
Currently i have four temporary steal tools and i think that's enough. I decided to take the Involuntary Employment, for the treasure and the Word of Seizing because it's just crazy at instant speed. WITH flipping Split second.

My creatures are a mix bitween unblockable, treasure ramp and just excellent pirate cards like Coercive Recruiter, Malcolm and the Merchant Raiders.
I thought carefully about my non-pirates in this deck and i think i made a nice balance. Again they either give me cards, treasures or can make unblockable. I'm quite fond of the Whirler Rogue here.

Lastly i added Monarch as a mechanic into this deck. As well as the Coveted Jewel.
-Because i think it's fun and it adds some flavour and player interraction.
-Because it gives more cards.
-And because when other players start attacking each other for Monarch and the Jewel. That opens up their board to attack from us.
I hope to get a powerful board, and start hitting faces with finisher cards such as the Archetype of Imagination and the Port Razer.
I decided to cut the Dire Fleet Neckbreaker in favour of the Ogre Battledrived. Mostly because of the haste but also because if you start playing cards like that on an open boards, early? You're gonna be punished for it fast as the rest of the players will hate you for it.

I do miss alot things in this deck. Mainly ramp from artifacts, like Sol ring or Lockets and keyrunes etc.
And i do not have any real mass removal spell. I might be able to steal one for a turn with the Dire Fleet Daredevil but that's about it.
I'm also missing some pinpoint removal like Bedevil. But i decide to try the steal spells instead.
And i use the counterspells to try and keep my board alive.

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This deck does not appear to be legal in EDH / Commander.

Problems: A commander deck should contain exactly 100 cards, including the commander. · Not legal in this format: Murkwater Pathway // Murkwater Pathway.

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» Revision 3 July 12, 2022 Touch
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