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Randy Dandy Pirates with Admiral Beckett Brass (EDH / Commander)

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    Description

    Welcome to my Admiral Beckett Brass deck profile!

    If you're interested in future deck profiles, check out the Arcane Lighthouse here!
    https://www.youtube.com/watch?v=cf785ngxkTw&t=887s

    Admiral Beckett Brass
    Brass herself has a plain-as-day goal: steal with lots of pirates. However, while most other Brass decks I've seen want to run 33% pirates, 33% other steal cards, and 33% land, we're going to be a little smarter than that. Brass herself fuels only one half of our deck's plan.

    A Pirate's Wet Dream
    There are two strategies to the deck: assembling a sea-worthy crew, and amassing enough treasure to call it quits and retire. After all, what's the point of a job as risky as pirating if the payoff isn't worth it? In the end, it's always about the booty.

    The strategy in the earliest steps of the game are always to assemble a crew as fast as possible. You need to get three pirates out as quickly as you can. This will put on early pressure and doubly acts as removal and card advantage when you steal. Not to mention, with the Admiral out, you're typically dealing around 9-12 unblockable or near-unblockable damage in one turn.

    While you're plunderin', you'll also be amassing treasure slowly but surely. Eventually, if you can't win with unblockable beats, the goal is to win through either Revel in Riches, Mechanized Production, or Hellkite Tyrant.

    A Pirate's Life for Me
    So, what are the strengths and weaknesses of this strategy?

    PROS:

    Duality: This deck is straight up both an Aggro-Combo deck. While you're beating face, you're assembling the winning combo. This can throw off decks that commit too much into managing one archetype and not the other.

    Plus and Minus: Removal in Commander is great, but it's even better when you're gaining something whilst your foe is losing something. Of course, the removal is the most important part, but if there's something you can absolutely use, go for it! To top it off, you can swing in for a massive amount of unblockable damage.

    Artifact Shenanigans: We all know how much artifacts love other artifacts, and this deck is not much different. We have several ways to use the treasure tokens for artifact synergy, as well as sacrifice targets. In fact, making mana out of treasure is usually the worst thing you could do with it in this deck!


    CONS:

    Politically Inept: Coming as no surprise, the pirate deck is very hard to pilot politically. You could be the most silver-tongued bandit in the world, but when you blow up a quarter of a nation's colonies and kidnap their citizens, they're likely going to dedicate a good chunk of the game hunting you down. Sometimes, you'll have to swing at someone who left themselves with their pants down just to gain a benefit. Because of this, it's best to only attack if it wins you the game, to kill a committed enemy, or, most commonly, to steal something. Hey, you got to make ends meet. Pimps aren't the only ones who have it tough.

    Duality: Sometimes, the duality doesn't pay off, and you may end up being slower than pure aggro and pure combo decks. For this reason, our stealing is best used on creatures when aggro decks are abounding, and perhaps protective enchantments or artifacts while control decks are dominant.
    A subsection of this: We're removal LITE. Because we have two plans of action, it can afford very little room for control. We have to make smart steals in order to prevent a lockdown from occurring.

    Smaller Creatures: Undoubtedly, being an effectively new tribe and simply being printed smaller, Pirates are lacking in raw stats. This actually led to me pursuing the artifact strategy in the first place. When you're the small guy, sometimes it takes playing dirty to win. That's why we steal their bigger guys and let them fight for us! But this restriction makes it so that pure tribal beats is unideal for Pirates.
    A subsection of this: Most of the time, you will NOT want to trade. Your pirates' survival is very important, and we do not run a huge army of them.


    Meet the Team
    We have two roles for our team, the Boarding Party and Everyone Else (Captain, Quartermasters, Navigators, etc.)

    Boarding Party
    1 Siren Stormtamer
    1 Daring Saboteur
    1 Dire Fleet Poisoner
    1 Fathom Fleet Captain
    1 Kari Zev, Skyship Raider
    1 Warkite Marauder
    1 Captain Lannery Storm
    1 Slippery Scoundrel
    1 Storm Fleet Sprinter
    1 Deadeye Brawler
    1 Deadeye Plunderers
    1 Hellkite Tyrant

    Of course, all the other pirates are perfectly capable of joining the Boarding Party with the right gear, but these fellas come equipped for the job. You usually won't need to worry about Equipping these guys and will want to attack as often as possible when the Admiral is out, with the exception of Hellkite Tyrant, which you'll want to use whenever anyone has an artifact!

    The Rest of 'Em
    1 Admiral Beckett Brass
    1 Deadeye Tracker
    1 Dire Fleet Daredevil
    1 Grenzo, Havoc Raiser
    1 Slobad, Goblin Tinkerer
    1 Timestream Navigator
    1 Forerunner of the Coalition
    1 Protean Raider
    1 Ruin Raider
    1 Ruthless Knave
    1 Captivating Crew
    1 Hostage Taker
    1 Pitiless Plunderer
    1 Whirler Rogue
    1 Deadeye Navigator
    1 Marionette Master
    1 Myr Battlesphere
    1 Hangarback Walker

    These guys all perform various duties on the ship. All pirates are capable of fulfilling Brass' requirements as well, so long as they're equipped for the job. Details of these crew members will be explained in further detail.

    Smooth Sailing
    1 Cover of Darkness
    1 Open into Wonder
    1 Sword of Feast and Famine
    1 Sword of Fire and Ice
    1 Sword of Light and Shadow
    1 Sword of War and Peace
    1 Thassa, God of the Sea
    1 Bident of Thassa
    1 Cryptic Command
    1 Opposition
    1 Whirler Rogue

    Sometimes even the most evasive of pirates need a little assistance. These swords and spells will clear a path for your mateys to wreak as much havoc as possible, and even praying to a deity of the seas can grant a boon.

    Step 4: Profit!
    1 Hangarback Walker
    1 Curse of Opulence
    1 Prying Blade
    1 Treasure Map
    1 Daretti, Ingenious Iconoclast
    1 Captain Lannery Storm
    1 Ruthless Knave
    1 Mechanized Production
    1 Pitiless Plunderer
    1 Storm the Vault
    1 Thopter Spy Network
    1 Whirler Rogue
    1 Deadeye Plunderers
    1 Revel in Riches
    1 Spell Swindle
    1 Marionette Master
    1 Myr Battlesphere

    Amassing wealth is a core cocept of this deck, and these all help us accumulate a fortune of treasure, gold, thopters, etc. These artifact tokens can be used and abused in many ways. Speaking of which...

    Treasure is for Spending not Burying
    1 Skullclamp
    1 Slobad, Goblin Tinkerer
    1 Treasure Cove (Treasure Map)
    1 Daretti, Ingenious Iconoclast
    1 Indomitable Creativity
    1 Inspiring Statuary
    1 Mechanized Production
    1 Opposition
    1 Vault of Catlacan (Storm the Vault)
    1 Thopter Spy Network
    1 Trading Post
    1 Whirler Rogue
    1 Deadeye Plunderers
    1 Revel in Riches
    1 Hellkite Tyrant
    1 Marionette Master

    You may be noticing a lot of repeats, and that's because a lot of cards we include both contribute to artifact production and benefitting from their presence. These all gain benefit using artifacts in some way, either by sacrificing them, tapping them, or simply seeing them.

    Card-by-card analysis
    For simplification, this will be in the order of CMC, not by importance.

    Hangarback Walker: Unless you literally have nothing else to do, almost always play this guy for 2. You will get more out of the one mana per turn than tapping out when you could be establishing a stronger board. With that disclaimer said, this guy effectively replaced Sharding Sphinx (Because who really wants a sphinx sharting all over the place? Brown is not a color in magic) and actually responds well to a board wipe, where the sphinx costs 6 and just begs for a wrath in its face.

    Curse of Opulence: You're going to be attacking often, and this is one of the few decks that this card just seems so perfect for. Gold is basically Treasure in all but name, a bit better at sacrificing itself too, in an emergency. This could also even draw aggression away from you, all in one neat little one-mana package.

    Deadeye Tracker: A pirate who hates on graveyards, and it doesn't even have to be creatures. Usually not worth the mana unless you specifically remove graveyard recurring cards, and the explore reward is just icing. Most of the time is a 1/1 for 1 which isn't bad.

    Prying Blade: Constantly on the edge of maybeboard, I find that you can actually generate a decent amount of treasure with this card. I always end up keeping it, as I'm constantly impressed with this little thing.

    Siren Stormtamer: A 1/1 FLIER for 1 with built in protection. Good early game. Good late game. A must include.

    Skullclamp: Trade your 1/1 artifact tokens and 1 mana for 2 cards. Good fucking deal.

    Sol Ring:

    Training Grounds: This card is bonkers with a decent amount of our stuff.
    Daring Saboteur; U: Is unblockable.
    Timestream Navigator; UU, T, Take an extra turn.
    Thassa if Devoted; U: ANY creature unblockable.
    RUTHLESS KNAVE; B, Sacrifice a creature: Create two treasures.
    CAPTIVATING CREW; 1R: Gain control of target creature until end of turn at sorcery speed.
    Deadeye Plunderers; UB: Create a treasure.
    Deadeye Navigator; U: Flicker bonded creature.

    There's a lot of stuff here to work with. Notably, the Ruthless Knave and Captivating Crew are a wombo combo here. You can effectively pay 1RB a turn to steal someone's creature, attack with it or w/e, and then sac it for 2 treasures before you return it. I can't believe all the people who literally wrote ARTICLES on Brass decks and were explaining how bad Captivating Crew is! I won't even say how bad of a Pirate you are if you can't see this!
    What's also needless to say is how good Training Grounds is, period. But especially in this deck. A+

    Vandalblast: Sometimes Hellkite isn't around and some dickhead went apeshit with artifacts and now we can't attack or whatever stupid artifact lockdown they got going on. Well, just overload this. It's really a 5 drop, but you know how it is.

    Azor's Gateway / Sanctum of the Sun: I'm pretty much trying this in every deck I own and it's pretty good. Hand Fixing into huge mana is pretty solid.

    Cover of Darkness: My meta has enough black that this actually could have been a much better card for me, but it's still undeniably amazing for 2 mana. This solves so many problems for Pirates.

    Daring Saboteur: Evasive Pirate with a loot ability, who couldn't love her?

    Dire Fleet Daredevil: Early game, she's a quick body. Late game, she's casting some spell that will win you the game instantly. Cast someone's cyclonic rift and hit them with everything you (and they) got. You stole their creatures too, remember? They'll be as salty as the sea.

    Dire Fleet Poisoner: Offensive or Defensive capabilities, I'm still not sure about this one. Deathtouch on two pirates can discourage a block while attacking, and while defending, this card can wipe out two big guys at once.

    Dowsing Dagger / Lost Vale: We're unblockable a lot, so a guilded lotus land I'm fine with.

    Fathom Fleet Captain: This guy makes an evasive army all on his own, not to mention is evasive himself. Has always performed well.

    Grenzo, Havoc Raiser: A bit of a darkhorse. It's easy to hit players with our guys, and Grenzo will basically do things on so many levels:
    1. Against a tapped out aggro deck, this will continue to leave them open so we can steal their stuff while their soldiers continue to believe some other faction is responsible.
    Additionally: Neuter an opponent's attack against us. Like I said before, this deck can draw some crazy aggression, and what's better than negating an attack? Forcing an attack onto someone else. It's the whole plus/minus concept all over again. Even if they work some sort of deal to minimize the damage done, likely that means they're hitting them directly and dealing tons of damage. If they can't afford it, say goodbye to a bunch of blockers, making it even easier to swing in next time.
    2. Steal...also? Yep, Grenzo can steal for us, provided we pay him what it's worth. I'm usually willing to buy from Grenzo at market price AND my opponent not having it at the same time. Who cares if he's a fence?

    Kari Zev, Skyship Raider: A cheap, evasive, first striking Pirate. Doesn't get much better than that for 2.

    Open into Wonder: Was originally an Icy Blast, but only because I forgot this existed. Icy blast had a nice offensife/defensive flexibility and could potentially leave someone open for 2 turns, but I found the draw and pure unblockability of this to be irresistible. Plus you only have to pay 5 generally for this, whereas you may spend all sorts of mana for Icy Blast to tap down a board.

    Slobad, Goblin Tinkerer: One of those cards you don't realize how much work he puts in until you take it out. Slobad can junk your crap artifacts to protect your much valuable ones. Fire him, and you can kiss those swords goodbye.

    Timestream Navigator: I was thinking of running Old Grenzo just to combo with her. She's mainly a 2 drop pirate, who can grant an extra turn in the late game.

    Treasure Map / Treasure Cove: Getting the right cards for the right strategy is cruical in this deck, but it's hard to fit cards in when we're so low on wiggle room. Treasure map is perfect for this, and it even gives us a land we can use to pitch treasure for cards.

    Warkite Marauder: An evasive 2 drop pirate who blanks an opponent's creature whenever it attacks. Probably one of the best pirates printed. I want to say the best. It might actually be the best.

    Arcane Adaptation: This gives a pirate hat to every creature you steal. With this, they turn from being reluctant slaves to willing participants! This allows you to do a little bit of snowballing. Also, go ham with thopters with this.

    Captain Lannery Storm: Token generator whenever she attacks. Captain Storm is an ideal target for equipment, and can buff herself in a pinch. Not a bad card.

    Chaos Warp: Our one and only TRUE removal in pretty much the truest form. This is that emergency guided missile that you save for just the exact RIGHT time to turn the tide in your favor. I do not recommend using this liberally.

    Chromatic Lantern: I remember the days when no one played commander and this was like 50 cents... grumble grumble...

    Curse of Verbosity: Same story as Opulence, we're attacking often enough to justify this card. Additionally, we're getting cards when people attack the same guy, AND we're drawing aggro away from us. I've literally had people go from hating me to, well not loving me, but definitely hating me less, for playing this. Except the guy that got cursed. But hey, if you get hit by a flying shoe, learn to duck better. I don't know.

    Daretti, Ingenious Iconoclast: Grenzo's best friend, or something. I don't often run planeswalkers, but Rakdos Daretti is pretty amazing in this deck. As a 3 mana planeswalker who pluses and generates an artifact creature token, we're going to be pretty much plussing all day. His -1 is helpful to get our attacks through, or to just remove that absolutely awful card at the table that would probably kill daretti the first chance it gets anyway. The -6 is something that we wouldn't particularly go for right away. I'd do it if he's at 7 and if there's an actual sensible target for it.

    Forerunner of the Coalition: Pirate tutor and pings everyone whenever a pirate enters. But mostly tutor here.

    Indomitable Creativity: Trash to treasure. Except in this case, the the Trash is our Treasures, and the Treasure is all the random crap that explodes out of it if we get creative enough apparently. I'm guessing what it means is we find some sort of crazy bargain bin of random shit that we got a deal for by giving a bit of treasure away. Anyway...

    Use this to blow up ALL OF YOUR ARTIFACT TOKENS! If not all, then as much as you can! You'll get random artifacts and creatures off the top of your deck, and unless you're playing mechprod or revel, I can pretty much guarantee they're going to be way more valuable!

    Also acts as an emergency removal, but be super careful about that.

    Inspiring Statuary: Hey, instead of sacrificing Treasure like idiots, why don't we just tap them for mana? Great idea, right? This card can basically just play your whole hand out sometimes. We run a lot of non-artifacts that generate artifacts, and we get so many artifacts that this is perfect.

    Protean Raider: Early game, pirate. Mid to late, literally any creature, but probably going to be another pirate. All clones are great in multiplayer EDH and this 3 drop is no different.

    Ruin Raider: A pirate dark confidant, this card is nice and simple draw power.

    Ruthless Knave: See my explanation in detail under Training Grounds. Without it, paying 3 for a sac outlet into 2 treasures is still not bad. Most decks enjoy sac outlets. The "sacrifice 3 treasures" deal is a rip off though, avoid using it unless someone decides to pop a vandalblast or something. Also, is a pirate.

    Slippery Scoundrel: Evasive, hexproof pirate for three mana. Incredible.

    Storm Fleet Sprinter: Evasive, hasty pirate for three mana. Also incredible.

    Swords: All of these are amazing. Even Body and Mind wouldn't be bad, but let's not be THAT desperate. Buff, Protection from color, and damage rewards. All good stuff, and for pretty cheap.

    Thassa, God of the Sea: If you spend over half your life on the ocean, it wouldn't hurt to pay your respects to the God of Sea. Thassa is a perfect inclusion to this deck, who lets our Pirates go unblockable. On top of that, we scry 1 before we draw every turn. 10/10 mechanical and flavor win.

    Bident of Thassa: Rewards us for hitting with our creatures. This card can draw cards like bonkers, and has the added benefit of forcing someone to tap out their creatures, although be warned it will likely be to you if you use this.

    Captivating Crew: Read my description of Training Grounds for full details. Even on its own, I've won games with this guy. Seriously, don't fall for the idiotic articles saying this guy is bad. Their justification is like, "Oh, it's sorcery speed so that's unplayable". Wrong. He's good.

    Cryptic Command: I didn't even think about the fact that one of the most well known blue instants would be such a bomb in this deck. Cryptic command is a solid card in its own right, but the fact that you can tap down an opponent's field and swing in for a snatch n grab makes this card even better.

    Deadeye Brawler: City's Blessing is reasonably easy to obtain in this deck, so the Brawler will obtain his combat damage clause pretty quickly. The deathtouch is semi-evasion against some tall board states, so the trigger is not difficult to get.

    Hostage Taker: This is one of the best pirates in the deck, because it's essentially Brass without needing to fulfill the combat damage clause. It's only able to grab creatures and artifacts, but most of the time it will be a creature that you need to remove. The form of removal is essentially an Oblivion ring, so when you exile a creature with her, it's typically a good idea to cast it as soon as possible using her ability, the exception to this being a homeward path existing, of course. Gets a little crazy with Deadeye Navigator on your board.

    Mechanized Production: Why search for treasure when you can manufacture plastic knockoffs and pretend you're rich? Well apparently when you counterfeit gems and no one can tell what's fake and what's real, you control the world's economy, pretty much. All that's required is a bit of laundering and you're golden. Sort of like how counterfeit mtg cards are these days, except the fact that the counterfeits have better cardstock, but that's another discussion. Anyways, this is probably the easiest wincon to pull off because it requires 8 of ANY artifact with the same name, not just whatever you enchant. The problem is, it's also the easiest to remove, since either the artifact it's attached to or the enchantment itself can be removed to destroy it. Enchant a sword to get a bunch of copies! But almost always treasure, realistically speaking.

    Opposition: This card went out of the deck for a while and just came back in. Basically, you could bring this out with Unwinding Clock, and if you have enough servos/thopters, you could tap everyone's board every turn, including lands. The problem with this is that Unwinding Clock is an utterly useless card unless Opposition is on the field. Unwinding Clock got the axe, but I decided Opposition is still not a bad pick. You can tap down creatures using your almost useless artifact creature tokens, then swing in for damage. Still has its uses; I still dream of comboing this with Unwinding Clock. Never gonna happen...

    Pitiless Plunderer: This guy is pretty good in the deck. His role isn't to go in for damage, but to just sit there and net you treasures in the event that you sacrifice your artifact creature fodder. Also, relevant creature type in those rare moments, and can make a fat blocker.

    Storm the Vault / Vault of Catlacan: The enchantment side's combat damage effect is really easy to pull off, and we get treasures out of it until it flips. We're almost always going to manage to get only one treasure out before it flips, which is fine, because Vault of Catlacan is amazing. We pretty much will have endless blue mana to work with, which is the color we play most in this deck.

    Thopter Spy Network: It's a bit slow, so the earlier you get this out, the better, as is with most upkeep cards. It gets you a free thopter every turn, and even lets you draw cards whenever an artifact creature deals damage to someone. It's good by itself, great if you managed to get other thopters out already.

    Trading Post: This marketplace offers you a much better deal for your Treasure. In this deck, if mana represents capital, and cards represent "access" to properties, resources, contacts, and et cetera, most of the time you will want the accessibility. This fine location offers you the exclusive deal to not just pitch your treasure to some black market ripoff for one measly mana, but to gain intrigue for either a new crewmember, artifact, or magic.

    Anyway, drawing cards is better than adding 1 mana. You can even use the "Sacrifice a creature" to pitch your servo/thopters to bring back better dudes to your hand.

    Whirler Rogue: This is one of THE best cards in the deck, hands down. It produces thopters upon entering, is an ETB for the Navigator, and you can tap ANY 2 artifacts to make a creature unblockable. You will almost always be happy to see this, because she does everything we want! Easily in the top ten; do not take this out!! If you find something better, you will need to convince me.

    Deadeye Plunderers: These fellas can instantly just make treasure as long as you invest mana. The fact that they don't even tap makes it amazing. Not to mention if you happen to have Training Grounds, that's just UB to bring out one. I once combo'd out using Plunderers, Training Grounds, and Marionette Master. You'd simply sacrifice two treasures for UB, produce one, and Marionette Master would ping someone for 1 or 4 life loss. If you dedicate your whole turn using your lands, and depending on the amount of treasure you have, you can easily drop everyone to either 0, or in kill range of your evasive pirates. The plunderers also get +1/+1 for each artifact you control, so they're nothing to sneeze at, either. Give them unblockable and they can OHKO someone at the table.

    Revel in Riches: Another of our win conditions. On the surface, this is a simple win condition that requires an immediate answer. This is true, but the real purpose of this is to function as an anti-board wipe. If any player board wipes, it will essentially win you the game once it's your turn.

    Spell Swindle: More funny than useful, I just love the idea of someone casting a Kozilek, only for me to explode them into a pile of coins. It's one of the few counterspells and I just enjoy it for flavor, but it could probably come out for something else.

    Deadeye Navigator: This card is pretty stupid, and goes into almost any Blue deck with a focus on creatures. Any creature this is bonded to pretty much has protection from single target removal, and you can go nuts with a lot of ETB creatures. Notably, Dire Fleet Daredevil, Hostage Taker, Whirler Rogue, Marionette Master, Myr Battlesphere... There are other targets but these are probably the best. Also has Deadeye in its name, so you can pretend it's like the soul of a dead pirate from that fleet or something.

    Hellkite Tyrant: The last artifact based win-con in this deck, Hellkite Tyrant is probably the most difficult to win with of the three. However, the impact he makes on the board state is undeniably the strongest. You can steal pretty much everyone's mana rocks at the very least, and absolutely end an artifact deck's reign of synergistic terror. Sometimes people even forget about his win condition. Be warned that experienced players will not let this guy stay around for more than a single rotation.

    Marionette Master: This is actually another artifact based win-con, in a weird way. It involves losing your artifacts and in the process, hurting people. Emotionally.

    Anyway, about 90% of the time you will absolutely want the servos. The only time you will want the counters is if you have enough treasures to kill everyone with the master at 4 power. This has surprising amount of utility and honestly, I don't know why I don't see it used in a lot of decklists.

    The Immortal Sun: I'm basically trying this in almost every deck I have, and I am not disappointed. Shuts down super friends, ramps you, draws you more, and buffs your guys. Planeswalkers in EDH are not always a good idea unless they're exceptionally strong in the deck, so I tend to avoid using them since they're usually auto-targeted. This card is a full-course meal and I have no idea what wotc was thinking. I bought like ten of these lmao.

    Myr Battlesphere: This guy is great, he gets you four artifact creature tokens to sac to stuff, and is strong by itself as well. You can also flicker with the Navigator for an insane amount of tokens. Really strong card and the only 7 drop we run.

    Anyways, the rest is land, and honestly I couldn't really give a crap what lands you run as long as you provide enough fixing for a non-green tri color. Just remember tap lands will slow the deck down significantly, and it's a fast, early deck. I would discourage tap lands for this reason.

    As far as nonbasic nonfixing, I run Field of Ruin to get rid of Homeward Path, or whatever broken old land that needs to be gotten rid of, Reliquary tower because EDH, Command Beacon because Brass does get hit by removal and we need to keep our costs as low as possible, Mystifying Maze to help protect us in a pinch. I'm running this over Ith, because it actually provides mana, and I don't consider Ith to really count as a land. Rogue's passage to get through for damage, and I really need to put in an Arcane Lighthouse. Because lighthouses are flavorful to this deck, and we need to target stuff to steal. Seriously, when you have an Arcane Lighthouse out, the dead sea is the second saltiest thing in the world after that guy running privileged position, helm, greaves, boots, and asceticism.

    What I chose not to run:
    Unwinding clock: Look at my card analysis on Opposition.

    Conspiracy/Xenograft: 5 mana is way too much for an enchantment that essentially does nothing unless we already have a board state. 3 mana is strictly better and doesn't hurt as much to play if you have nothing set up yet.

    Crappy pirates: Because we're not stupid and running tribal beats.

    Sword of Body and Mind: We're not that desperate.

    Sharding Sphinx: Too dumb, too slow, and hinges on whether you have a board state already or not.

    More removal: Because I didn't feel like I wanted this to be pure control. I think most decks should include a healtier amount of true removal. But I find this flavorful and fun.

    Coastal Piracy: I agree with the flavor and the trigger, but there's enough draw in the deck and bident is just better... Sometimes you gotta kill your darlings.

    Anyway, I hope you enjoyed my crew! I'd like to see any deck profiles you can come up with, even if you use mine as a reference! Any combos, synergies, or whatever else I could be missing, let me know!

    Please check out our channel as well, we are constantly uploading decks, as well as other shenanigans!
    https://www.youtube.com/channel/UCa4JW8iS_LvzlG2c9iSR-SA

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