Hey Kiochy!
The dire fleet
neck breaker did not really help me win games that i was not already winning, but sometimes i feel like i could remove a
Dire Fleet Poisoner and a
Dire Fleet Daredevil to add them back in, but its a hard choice.
I dont play this on MTGO, just paper, so at my LGS theres several differnt lists of murfolk aggro, that gets decimated by this card. I dont care about the 2 pirates i have when i
murder 6 unlockable and hexproof murfolk, then tempo a 2 drop pirate. I might make the change for the Firey Cannonade since i have to tech it in to begin with, and i wont ever tech it in vs another pirate list. Prolly a better call
Daredevil is OP. in control you can steal removal and draw power from your opp graveyard and you can
exile cards your opp wants to play later with
Torrential Gearhulk or remove cards like
commit // memory. but for serious, its really good tempo card since it punishes your OPP for playing spells. and it can be played on turn 2 for a 2 atk first strike creature. its trick works with
Siren's Ruse as well.
Kitesail freebooter to me doesnt belong here. its trick is sub par to me since it never really removes the spell. i dont know a card i would change it for to be honest. i would like to hear how i could slot this, and what it would do for me outside of the obvious prevent removal.
Drowned Catacomb is to switch out for the islands, so i can play
Vraska's Contempt and
Golden Demise. Its not a solid stay, and two may go in the main in place of 2 islands, and i may replace them in my sideboard for 2
Essence scatter , which will be for Blue black midrange and monsters decks that may start poppin up at the FNM.
Let me know what you think!