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Infinite combo pirates (EDH / Commander)

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Introduction:

Upgrade from “Ahoy Mateys precon”, it is a tribal pirate deck, try to return the pirates from the graveyard to the battlefield thanks to the commander, Admiral Brass, Unsinkable. Presents several infinite combos to be able to directly finish off your opponents in case the pirates' boarding of your opponents was not enough.

Main deck:

> Lands:

The most important thing would be to have an island on the battlefield to be able to take advantage of the effect of Wonder and thus give flying to all the pirates. For this reason, the presence of Xander’s Lounge and Steam vents stands out, which presents the island type of land. Nesting Grounds also stands out to be able to deal with the finality counters of the creatures that the commander returns to the battlefield, although it could also be played with Rogue’s Passage being very useful. On the other hand, there are cards like Desolate lighthouse, Geier reach sanitarium and Nephalia Drownyard that allow you to mill or draw and discard cards.

> Artifacts:

Featured are mana rocks, card draw, and ways to +1/+1 your pirates. Highlights include The Indomitable which can be returned from the graveyard to the battlefield so it is not as affected by milling or discarding cards as others might be, Brass's Tunnel-Grinder in addition to allowing you to draw and discard cards can be transformed into a land once you have descended 3 times, being able to discover. Finally, you could include Door of Destinies by removing Icon of Ancestry.

> Enchantments:

Black Market Connections is an incredible card that allows both card draw and mana acceleration, although you have to be careful with the amount of life you lose since the deck does not present any way to get it back. Shared Animosity is a way to boost your creatures in order to end the games, since all the creatures will be pirates. Splinter Twin is the card that allows you to make an infinite combo which presents three different variants that will be explained later.

> Instants:

These are mainly removals, and counter spells. Entomb stands out, a spectacular graveyard tutor that allows you to send any card to it and, later on, return that creature to the battlefield thanks to the commander.

> Sorceries:

Board wipe and card draw stand out. With the exception of Blasphemous Act the rest of the board wipes affect all creatures that are not pirates, leaving your creatures free to finish off your opponents. There are two more graveyard tutors that are Unmarked grave which is a worse Entomb as it only allows you to send non-legendary creatures to the graveyard. On the other hand, Buried Alive is a great card that allows you to send up to three creature cards to the graveyard and enable small combos that can allow you to end the game.

> Creatures:

There are many different creatures, the main highlight is the ability to make small pirates transform into 4/4 creatures thanks to the commander. The following creatures can be highlighted, even though, all of them are important even the ones not mentioned:

  • Siren Stormtamer: allows greater protection for the commander by being a counterspell in a creature form.
  • Malcolm, Alluring Scoundrel: allows both drawing and discarding cards, and with a sufficient number of counters on it allows you to play cards without paying the mana cost.
  • Timestream Navigator: having an extra turn is game changing but being able to do it infinitely is even better.
  • Broadside Bombardiers: grant creatures or artifacts the ability to deal significant damage to any target by sacrificing them, highlighting that there would be the possibility of returning creatures to the battlefield thanks to the commander.
  • Forerunner of the coalition: is another pirate tutor that allows you to put one pirate card on the top of your library.
  • Glint-Horn Buccaneer and Malcolm, Keen-Eyed Navigator: in addition to being very good cards by themselves, allowing you to draw and discard cards or generate colorless treasure token respectively, they are part of an infinite combo capable of finishing off your opponents.
  • Dire Fleet Neckbreaker: +2/+0 to all attacking pirates can be clutch while trying to finish the games.
  • Merchant Raiders: They are capable of tapping the opponent's creatures indefinitely as long as they remain on the battlefield, being a headache for opponents. It ability might resolve more than once each turn.
  • Wonder: grants flying to all creatures while it is in the graveyard which makes it great to be milled or discarded as long as you control an island.
  • Coercive Recruiter: allows you to take control of enemy creatures and use them against them in addition to being involved in an infinite combo. Its ability might resolves more than once each turn.
  • Port Razer: Taking extra combat phases is perfect for pirates in order to defeat your opponents, but infinite combat phases is even better.
  • Angrath’s Marauders: Having all sources deal double damage is spectacular.

Gameplay:

> Combo:

Buried alive allows you to send 3 creatures to graveyard, those creatures might be Wonder, Port Razer and Angrath’s Marauders. As long as you control an island Wonder will provide your creatures flying. Your commander will bring back Port Razer attacking an opponent with no flying blockers which will result in you having an extra combat phase. The commander will be trigger again bringing back Angrath’s Marauders doubling damage from all sources, and making a massive attack.

Coercive Recruiter and Broadside Bombardiers allow you to establish a combo by stealing your opponent's creatures and sacrificing them in order to deal significant damage to any target.

> Infinite Combo:

Splinter Twin is the tool used to perform an infinite combo that presents three different variants depending on the creature used as material for the combo, the three possibilities are:

Splinter Twin + "Coercive Recruiter" = Infinite tokens.

  1. Enchant Coercive Recruiter with Splinter Twin.
  2. Tap Coercive Recruiter and generate a copy of it. When it enters the battlefield, take control of the original one and untap it.
  3. Tap the original and create another copy that is used to take control of the original and untap it.
  4. Repeat this process indefinitely generating infinite copies of Coercive Recruiter.
  5. Attack with infinite tokens this turn because they have haste thanks to the enchantment.

Splinter Twin + Port Razer = Infinite combat phases.

  1. It is required that at least one player cannot block the Port Razer either because it does not have creatures, because the ones it has cannot block, because the Port Razer has flying thanks to Wonder, among other possibilities.
  2. Enchant Port Razer with Splinter Twin. Tap it and generate a copy of Port Razer which has haste.
  3. Attack with the copy to whoever cannot block it, after that combat phase there is an additional one.
  4. Untap all the creatures you control and the original Port Razer and create a new copy, since it is new, it can attack the target that cannot block it, as the one that could not attack that target would be the other copy.
  5. Repeating this process there are infinite combat phases as long as the player who cannot block has enough live to survive and can be attacked. A new copy of Port Razer is created in each combat. In addition, the commander could bring a pirate form the graveyard at the beginning of each combat phase.

Splinter Twin + Timestream Navigator = Infinite Turns

  1. You must have a minimum of 8 mana to initially make this combo, 4 to cast Splinter Twin and 4 to activate Timestream Navigator ability, in addition of having 10 or more permanents in order to have the City’s Blessing.
  2. Enchant Timestream Navigator with the Splinter Twin.
  3. Create a copy of Timestream Navigator that has haste and activate its ability that allow you to take an extra turn after this one.
  4. Repeat this process and have infinite extra turns until you win the game.

The other infinite combo present in the deck is the one involving Glint-Horn Buccaneer and Malcolm, Keen-Eyed Navigator.

  1. You must have both Glint-Horn Buccaneer and Malcolm, Keen-Eyed Navigator on the battlefield, the way we have them does not matter: revived by our commander, cast from the hand, it is indifferent as long as two conditions are fulfilled. On the one hand, we need at least one red and one colourless mana available to activate the effect of Glint-Horn Buccaneer and on the other hand, we need to have our combat phase available. Additionally, 2 or more opponents are necessary.
  2. We proceed to attack with Glint-Horn Buccaneer and either before blockers are declared or once declared, when you believe it is better according to the game, you activate the ability of Glint-Horn Buccaneer drawing a card, discarding a card and inflicting one point of damage to each opponent.
  3. Having dealt damage to each opponent, three treasure tokens would be generated (if there are three opponents) or two treasure tokens (if there are two opponents) thanks to the effect of Malcolm, Keen-Eyed Navigator.
  4. We use these treasures to use Glint-Horn Buccaneer ability again until, in the case of having 3 opponents, the one with the fewest life points loses the game. Having generated an extra treasure token for each time you have activated the ability.
  5. Once with 2 opponents, the extra treasure token is no longer generated, but enough are generated so that the combo can be self-sufficient and it is not necessary to provide mana from any other source other than the generated treasure tokens, the opponent with the least life will lose again.
  6. Being faced with 1 opponent would no longer generate enough treasure tokens (only 1 would be generated) and therefore there would be a 1 mana deficit every time we wanted to activate Glint-Horn Buccaneer ability since 2 mana is required to activate it. It is at this time in which the extra treasure tokens generated previously are used in order to deal with your last opponent.
  7. Highlight that if all your opponents have the same life points, the combo kills all 3 of them at the same time and it is not necessary to have generated extra treasure tokens or have more mana available to finish them off.

> Counters and downsides:

Being a deck that depends so much on the graveyard and reviving the pirates with the commander, all those cards that directly affect being able to send cards to the graveyard, that they are exiled instead of going to the graveyard, that the graveyard is exiled or similar interactions, are not going to allow your game plan to be carried out, and consequently you will be forced to defeat. It should be noted that if these cards are artifacts we could more less deal with them, but if they are enchantments, in most cases we can only be mere spectators since we only have one card to destroy them, Feed the Swarm.

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Dieses Deck scheint in EDH / Commander legal zu sein!

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