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Zeige Revision 22. There is a more recent version of this deck.
It consists on an upgrade from the precon Ahoy Mateys. Its main purpose is to return pirates that have died or have been sent to the graveyard directly to the battlefield thanks to the commander, Admiral Brass Unsinkable.
Talking about the cards:
Lands: the main purpose is to achive at least one island card on the board in order to combinate it with Wonder in your graveyard and giving your pirates flying for as long as it remains there. That's the reason why introducing cards like Xander's lounge or Steam Vents is some how important as they have an island type on them. There are also some lands that help you to mill cards or draw and discard cards. Finally, I introduced Nesting Grounds to deal with finallity counters and not only removing them but also targeting your opponents creatures, however, keeping Rogue's Passage is a good alternative either.
Artifacts: mana rocks, card draw and +1/+1 on your creatures is mainly what you want here, Brass's Tunnel-Grinder also works as a land that allow you to discover once you have descended 3 times. Moreover, The Indomitable might be cast form your graveyard so it doesn't really matter if you mill it. As a future upgrade introducing Door of destinies is also a good option.
Enchantment: Black market connections it is just an amazing card but be careful of not losing many life with it as there is no way of bring it back in this deck. Shared animosity will help you to end the game if you have enough creatures by boosting them (all creatures on the board will be pirates). Splinter Twin enable three diferent infinite combos that i will explain later.
Instants: removal and counter spells are mainly here. I just want to point out Entomb an amazing card that works as a graveyard's tutor and will help to reanimate whatever we want with Admiral Brass, Unsinkable.
Sorceries: card draw and removal spells are also here. However, there are boardwipe cards that will only remove non-pirate creatures from the battlefield allowing massive attacks with no blockers, Blasphemous act is the exception so be careful 13 damage is too much for your creatures. Furthermore, there are some others graveyard's tutor like unmarked grave which is worst than Entomb in every sense, be careful as it only allows you to bring non-legedanry creatures. On the other hand, Buried alive is great, it could help you with some little combos that might end the game.
Creatures: mainly a lot of stuff, in general they are not very big and bringing them back with the commander and making them 4/4 helps a lot. Some key ones might be the following:
Siren stormtamer: a counter spell which will help your commander to remain on the board.
Malcolm alluring scoundrel: wonderful card that heps you to draw discard pirates and if you have enough counters on it playing cards for free.
Timestream navigator: an extra turn is huge, but having the chance of taking it infinitely has no sense.
Forerunner of the coalition: another tutor for pirates, but it will be on top of your library.
Glint-Horn Buccaneer and Malcolm, Keen-Eyed Navigator: not only good pirates themselves, but also part of an infinite combo.
Merchant riders: incredible card that will help you to tap cratures cards from your opponents whenever a pirate enters at the battlefield under your control and cannot be untapped until this card leave the battlefield which will be a huge problem for your opponents as all creatures you will cast are pirates and your commander also brings pirates to the battlefield again, this can result in multiples triggers in the same turn.
Wonder: providing flying to your pirates is just insane and it has to be in the graveyard so milling or discarting it is just perfect.
Coercive recruiter: not only a great card it self using your opponents creatures against them and also can be triggered multiple times, as long as the sinergy it has with the commander, but it is also present in one infinite combo.
Port razer: extra combat phases are insane in this deck triggering your commanders hability in each combat phase, but how about infinite combat phases, we will see it very soon.
Angrath's marauder's: double damage of all sources.
2-seitig (Münzwurf) | |
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6-seitig (d6) | |
20-seitig (d20) | |
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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Weitere Wahrscheinlichkeiten |
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Punkte | Kartenname | Typ | Mana | Seltenheit | Salt |
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Vergleichen | Revision | Erstellt | Von | |||
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Revision 32 | Februar 14, 2024 | Ch1mita | ||||
Revision 31 | Februar 14, 2024 | Ch1mita | ||||
Revision 30 | Januar 21, 2024 | Ch1mita | ||||
Revision 29 | Januar 21, 2024 | Ch1mita | ||||
Revision 28 | Januar 17, 2024 | Ch1mita | ||||
Revision 27 | Januar 17, 2024 | Ch1mita | ||||
Revision 26 | Januar 17, 2024 | Ch1mita | ||||
Revision 25 | Januar 17, 2024 | Ch1mita | ||||
Revision 24 | Januar 17, 2024 | Ch1mita | ||||
Revision 23 | Januar 17, 2024 | Ch1mita | ||||
» | Revision 22 | Januar 17, 2024 | Ch1mita | |||
Revision 21 | Januar 17, 2024 | Ch1mita | ||||
Revision 20 | Januar 17, 2024 | Ch1mita | ||||
Revision 19 | Januar 17, 2024 | Ch1mita | ||||
Revision 18 | Januar 17, 2024 | Ch1mita | ||||
Revision 16 | Januar 17, 2024 | Ch1mita | ||||
Revision 15 | Januar 4, 2024 | Ch1mita | ||||
Revision 14 | Januar 4, 2024 | Ch1mita | ||||
Revision 13 | Januar 4, 2024 | Ch1mita | ||||
Revision 12 | Dezember 31, 2023 | Ch1mita | ||||
Revision 11 | Dezember 30, 2023 | Ch1mita | ||||
Revision 10 | Dezember 30, 2023 | Ch1mita | ||||
Revision 9 | Dezember 30, 2023 | Ch1mita | ||||
Revision 8 | Dezember 30, 2023 | Ch1mita | ||||
Revision 6 | Dezember 30, 2023 | Ch1mita | ||||
Revision 5 | Dezember 30, 2023 | Ch1mita | ||||
Revision 4 | Dezember 30, 2023 | Ch1mita | ||||
Revision 3 | Dezember 30, 2023 | Ch1mita | ||||
Revision 2 | Dezember 30, 2023 | Ch1mita | ||||
Revision 1 | Dezember 30, 2023 | Ch1mita |