I went 2-2 at FNM with this build. Problems I found with this build: clunky and slow and underpowered. I found myself having to tap-out to play threats as I did not have enough removal to draw-go the first few turns, but I found myself losing creatures to early removal/counters as I couldn't hold off on playing anything. Cards that performed poorly: Daring Saboteur - I want to keep my draws (spells to cast early, and lands later for casting more than one spell a turn), I found the looting to be more of a pain than a gain and the cost to make her unblockable is too high. Ruin Raider - Do NOT play as a four of, he is not Bob and more than one on the board is bad. Even with his draws I felt eh for him, 2 toughness is really bad, but I think we need the draws so 2, but no more. Fell Flagship - I really REALLY wish this gave +1/+1, but it doesn't and I never found an opportunity to crew it as my opponents could easily handle a 3/3 (vehicles really took a hit after Kaladesh). Perilous Voyage - Found this half-answer to not be good enough, if it could bounce our own stuff (maybe to save a Hostage Taker or Fathom Fleet Captain) I would like it more. Deadeye Tracker - His explore is too expensive and clunky and slow, if the body had an ability (any ability) Vigilance, or First Strike, or Menace, I could see playing him, but having to tap to Explore and hoping our opponent has to cards in the yard, plus it taking up two mana is too much cost for an exaggerated Scry 1.
Cards that Impressed: Hostage Taker - While fairly killable, its ability to steal the opponent's things and open up a hole in their defenses is pure gold, play 3-4 as even in multiples I wasn't sad to see it. That said this is a turn 5 play, not 4, you want 4 mana to cast it and another 1 mana to use a Siren Stormtamer or Spell Pierce to protect it, play 4 period. Siren Stormtamer - okay for early beats, but its ability to protect later threats is the real reason it shines. Lookout's Dispersal - Mana Leak+, it is essentially Counterspell until turn 7+, play 3-4. The Scarab God - This card is the new Mythic to beat (not Carnage Tyrant) its grind power is through the roof and one of the reasons we want to keep our lands and not loot them, play 2 split how you want among MB and SB.
Cards that were okay, but not great: Fathom Fleet Captain - We only have one good 1 drop and I found his 2 power Menace to be a little slow when he doesn't really get to swing and make a token until turn 3 at the earliest. The cost of the token is fairly high too, He must attack, you must have another non-token Pirate, and must invest 2 mana, I found his ability to be clunky and don't expect to get it off more than once. He is the second best of our two drops though, so play 3-4. Kitesail Freebooter - As a turn 2 play, it was not that good, my opponents want to blow up my stuff so him taking one of their early removal spells only to be hit by a second one in their hand, really just played as it would normally. But he is one of our few Evasive creatures, so we want ot get him down early to help trigger Fathom Fleet Captain (see the dilemma), play 3-4.
Cards that I think are traps: Jace, Cunning Castaway - 3CC walkers always draw attention, everyone wants to see the next LotV, this is not it, in fact he might be the worst of the 3CC walkers printed. This walker is made of "IFs", IF his +1 ability allowed you to draw a card (rather than loot) after dealing combat damage to a player with a creature I could see playing him, IF his -2 ability made a flying 2/2 Illusion token I could see playing him, IF he started with 6 loyalty (and his ultimate cost was raised to -8), so I could make a subpar 2/2 token with his -2 ability and Jace could still absorb a hit and survive, I could see playing him. Walk the Plank - this might get its time in standard when Kaladesh rotates, but right now we have a whole suite of Instant speed responses: 2CC counterspells, Lightning Strike, Fatal Push, etc...
Update: Next test list is up, all Instants in main for pure Tempo, write up for other cards still pending. 10/02 I merged two redundant Pirate Tempo threads here. Apologies for any confusion from the interleaved threads. - hoser2
Yeah, I grabbed an extra copy of the Scarab God when I had the chance earlier. It's basically the most powerful "Planeswalker" of the current standard by far. Heck, it might even be modern playable to be frank. It's a 5 mana threat that can keep coming back on it's own, makes 4/4 creatures out of early drops (unlike Liliana, who is better when cheating things out that are bigger than a 4/4), and most importantly is allied colored.
Also, I ended up using Unsummon in place of the Perilous Voyage[/card] and had better results. I did try Galestrike as I reasoned the fact it could replace itself would make up for the 3 mana investment, but holding up 3 mana to counter a single attacker was rough. My feeling is that if we move away from pirate synergy entirely and just use the best pirates, then splash for white for some better answers, we could be on to something. I feel like Walk the Plank is a bit of a trap, actually, but there's absolutely nothing better in the current standard that is near unconditional removal, and they bounced the unconditional black removal to 4.
I hate going three color, but I'm starting to wonder if Unlicensed Disintegration may be worth going for. As long as all the black drops are 3+ I think it may be doable. Also, Gifted Aetherborn has felt like a must in my 75 due to RG Monsters making it's glorious return this standard. I built the deck myself and it's a pile of the hardest to answer creatures in standard being powered out by reasonably strong early drops that just get better as the game goes on. We technically have gods answered by playing Hostage Taker, but I really wish it had 4 toughness. It feels a lot like Spell Queller did back when I played spirits, only it is slower and we don't have a one mana flicker spell.
Tested Ruin Raider, did not like him as a 4 of either. He's basically a legendary creature as far as I'm concerned due to that ability just being murder without a way to shut it off when you don't want it. Deadeye Tracker performed well for me, though. I usually saved his ability for when I'm holding up mana for a counter or bounce spell, then if the opponent didn't do anything I'd trigger him for the filtering. He's also kind of nice in the early meta because players seem fond of spending a Lightning strike or Abrade on him. I'll proudly trade my one drop fidget spinner for the bolt, thank you!
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1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Chart a Course is very good. The Censor and Supreme Will package means you'll almost always have access to at least some permission spells.
I like Kefnet's ability to fly over board stalls and she plays well with Ruin Raider, but her role as the haymaker should probably be taken by The Scarab God. I just need to bite the bullet and stop trying to time the market on the card.
The scarab god and Kefnet the Mindful do two completely different things. We did a lot of brewing in UB pirates during new card discussion and it basically came down to the fact there's just no other card to replace the god with. He lets us instant speed a creature from either graveyard and turn it into a 4/4 token. It's also very hard to deal with, though not as bad as carnage tyrant and R/G monsters ilk. Anything that forces other decks to have to sacrifice slots for Vraska's Contempt is going to be good.
Also, I've started playing Lost Legacy to deal with Approach of the second sun. I'm not sure what else to use outside of T1 duress to try and kill a copy in their hand already. And yes, it's been going crazy on MTGO lately. It's also nice for people trying to be cute with Revel in Riches, albeit that deck can win off of other things, where as Approach really depends a ton on that one card.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Hi, I have finally put the deck together, focusing on keeping the manabase with as few tapped lands as possible: only 4 drowned catacomb and down to 1 fetid pools.
The reason behind this is not only having untapped mana available as often as possible, but also because I have tried to solve the Kitesail Freebooter problem of being a lightning rod by adding x3 duress to the mainboard, which can take their first removal spell, and I need my first mana of the game to be untapped. Three may be too many, but I have found them useful not only as a T1 play, but also as a guarantee before casting a Hostage taker.
Other changes I have made to make the mana easier is to replace any copies of walk the plank with trial of ambition. I also agree with usnummon being better than the other bounce spell because of the mana difference.
Lastly, I am trying a single bone pickerjust for fun. I know its not a pirate, but seems right in a tempo shell with fatal pushand so many lighting rods.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
10 Pre-board games against UW Approach. Record 10-0. With 7 duress effect in duressand Kitesail Freebooterplus no spot removal and Lookout's dispersalfor their sweepers this seems one of the best matchups for the deck. Also I found that Siren stormtamerhard counters Settle the wreckage, which feels like an awesome exchange :).I don't know how games would go after boarding, but seems tough to lose once we remove 4 fatal push and add lost legacy/ dispossessor spell pierce. Overall it felt like 80% favorable to us.
10 Pre-boarded games against Ramunap Red. Record: 0-10. This feels like an unwinnable matchup. They are more aggresive than we are, more resilient than we are, the deck has bigger creatures and they even have an awesome late-game. Found imposible to race them, and pirates defend poorly, so unless they have a terrible day, it's a lost cause. You have to help me here with the sideboard plan. I'm mainly a modern player, so I'm not much into standard. What cards are good against this deck? I want to avoid BB as much as possible since it is not so easy to assemble and curve gifted aetherborn(same reason why I'm not playing walk the plank. I've seen Essence Extraction as a plan for most black decks, but again, BB is risky in this deck. I am going to try Aethersphere harvesterand see how it goes, but I'm afraid 4x of abrade will come up as a problem. Again, as a modern player, I'm used to have matchups I just wanna avoid because they are bad even after boarding, but I'm glad to hear suggestions or ideas to face this deck.
Next testing will be against BG constrictor and RUG pummeler. I will post my results here in case anyone is interested.
I see UB Pirates as a Jack-of-all-trades deck (thus the name « UB Tempo Jacks »). Not the best deck at anything, but able to fight well enough on each axis (Aggro, Control, Midrange) to win almost all matchups once you've determined the opponent's vulnerability. The deck I’ve brewed feels like a true rogue :
A good swashbuckler, that will pass his opponent's guards and defenses, bleeding him to death with many small cuts (weenies with Flying, Menace, Unblockable).
« The best decks are usually the ones with the best mana. » - Frank Karsten
That being said, black provides the deck with quite amazing bombs.
Hostage Taker claps in irons opponent's most annoying creature, then seduces it to make it fight on our side if only she can have a turn alone with it. At worst, she dies to a removal before playing her seduction spell (1-for-1 in the attrition battle). At her best, she's a 3-for-1 (2/3 body + removal + extra card, and a good one). Kitesail Freebooter, Siren Stormtamer and Lookout's Dispersal can protect her.
The Scarab God is a 5/5 for 5 that is next to impossible to kill. As a mana sink, it brings back evasive mateys as 4/4s. This can snowball out of control quite fast, particularly if it brings back Hostage Taker at instant speed.
The deck's goal is to survive until you can cast your bombs. Here are the tools to get there :
Daring Saboteur is no Smuggler's Copter, but she's still a fine evasive wench to have on ship. She'll dig your deck for the best, and get you rid of your worst (unless you want to feed The Scarab God).
Kitesail Freebooter is the real Saboteur, messing with opponent's plan. Exile a removal, or else she'll feed the fish before her time. If you see two removals, take the cheapest and let opponent spend a better card and more mana to get a worse card back (ex. : Shock over Lightning Strike).
Fathom Fleet Captain : For two doubloon, he'll recruit a privateer every time you send him aboard. unless you're the beatdown, aggressively use the 2/2 tokens to block and trade (gang block if needed). You're not dying to damage while doing so, and sailing ever closer to your bombs during that time. Note : not full playset because it's hard to fuel 2 Captains on the battlefield.
Siren Stormtamer bites like a mosquito (arrr!), but she'll sacrifice herself for the cause if she can prevent you or a mate from walking the plank. Note that she counters Settle the Wreckage and burn spells to the dome, if you need it.
Fell Flagship performed above expectations during my testing. Most Pirates can crew it alone, thanks to the +1/+0 anthem. it has protection from sorcery speed removals and sweepers (a pain for Control), grants pseudo-haste to your creatures and card advantage to you by forcing opponent to discard. That's a lot for 3 mana.
Deadeye Tracker really is not very good. It will sit as a useless 1/1 most of the time. And you certainly don't want two on the battlefield at the same time.
Ruin Raider is not Bob, but Standard is not Modern either. Still, between Hostage Taker, The Scarab God, Fathom Fleet Captain and Daring Saboteur, you don't really need this Orc (even less since we don't win fast, and it can hurt us a lot).
Storm Fleet Aerialist warps too much both game play and deckbuilding around him. Other 2-drops are just better.
SIDEBOARD PLAN :
vs Control (UWx Approach) : -3 Fatal Push, -2 Walk the Plank, -4 Hostage Taker ; +3 Duress, +2 Lost Legacy, +2 Siren's Ruse, +2 Spell Pierce.
vs Aggro (Rx Ramunap) : -2 Fell Flagship, -2 Hostage Taker, -1 Duress ; +2 Harsh Scrutiny, +1 Fatal Push, +2 Walk the Plank.
vs Midrange (BUGx Energy) : -2 Siren's Ruse, -1 Duress, -2 Kitesail Freebooter, -2 Fell Flagship ; +2 Harsh Scrutiny, +1 Fatal Push, +2 Walk the Plank, +2 Lost Legacy (but swap 1 Walk the Plank for 1 Trial of Ambition if opponent plays Bristling Hydra or Carnage Tyrant).
vs Combo (Tokens, Gift or Pummeler) : Lost Legacy, Spell Pierce and Duress should be good, and some others, but it really depends on the specific Combo plan.
If you can drag red into a long game The Scarab God will slam the door on them pretty effectively. Hostage Taker can swing a game if they have a bad hand. Aethersphere Harvester can do some work. Realistically it's just a bad matchup though.
One little thing that I like is to run Duress and Harsh Scrutiny against them because they will usually both have targets in the first four or five turns. Having access to some kind of looting (i.e. Champion of Wits) can ease the sting of stranded discard cards in your hand. Splitting up your raid card draw between Ruin Raider and Chart a Course also helps a little. Gonti is great if they don't have Hazoret (it does happen sometimes).
Bontu's Last Reckoning is nice out of the side against Temur. It's not great against red but it's not awful as a one-of just in case kind of card.
ETA: Took this list to a 4-1 league finish, 2-0 against uw approach, uw approach, esper tokens, and uw gift; 0-2 against monored. The red deck hit about six or seven mountains in a row in game one and still chipped out the win. Game two they had the nuts and just steamrolled.
I feel like in general we are mildly favored against Temur, heavily favored against durdly decks, and heavy underdogs against all-in aggro. I'm not sure what we can do to make the aggro matchup better. Maybe Deadeye Tracker as an early blocker that can at least eat Earthshaker Khenra out of the yard? Gifted Aetherborn is a burden on the mana base but I guess we can afford it since we don't have any double blue spells.
Other than Duress, anybody has ideas on what to play in the SB? I guess Siren's Ruse can be very good post SB against removal heavy decks, like Ramunap Red (not to mention that flickering Hostage Taker at instant speed is an amazing play). Maybe Yaheeni's Expertise. I'll edit the PRIMER and add SB once we're fixed with it...
I have never really found myself in a spot against red where I have an advantage on the board and I can hold up two mana to protect against a removal spell. What we really need against them is for Kalitas to come back...
In my experience UB Pirates is naturally extremely strong against control, solid against midrange, and extremely weak against aggro. I think it's worth tilting the main deck to be more anti-aggro. I recently ran a league with this:
I went 4-1 playing against WG Ramp (2-0), UW Approach (2-1), Jeskai Control (2-0), Sultai Energy (2-1), Ramunap Red (0-2).
Even tilting the deck as far as I did towards anti-aggro, the game loss to UW was very close even when I was stuck on two lands on turn seven and I couldn't take a game from red. It did feel like the red deck had very good draws, particularly in game two (exactly five lands, removal, hazoret, chandra, glorybringer, glorybringer, hazoret). It always feels like they have good draws when the matchup is bad but I think this configuration of the deck can at least beat their mediocre draws. I'm tempted to try something wacky like Deadeye Tracker in the side for the early game trade and late game earthshaker clearout value.
This version of the deck is more about The Scarab God than pirate synergies. I love the other two drop pirates but they're both awful on defense. I'm willing to give up a little of the utter domination of UW approach that Fathom Fleet Captain contributes to in order to have a solid defensive body like Gifted Aetherborn.
I really like the discard package and Champion of Wits. The champ is great for smoothing out your draws, has a somewhat relevant body, and makes for a great Scarab God target. I also think Chart a Course belongs in every pirate deck. Two mana draw two, come on. I like Hostage Taker a lot but I think it will settle in as a less than 4-of; it really hurts to spend turn four tapping out and accomplishing nothing when your opponent has almost any removal spell.
Back to basics and What I Know About Magic, Aggro beats Aggro-Control (thus why Ramunap Red has such a favorable matchup vs UB Pirates Tempo). It also explains why UW Approach and Control matchups are in our favor.
As a reminder, Midrange beats Aggro. What we need is a Midrange plan to play on both sides of the clock. Is Gifted Aetherborn the right card to play that game? Probably instead of Kitesail Freebooter post SB. Or is it more removals? Battle at the Bridge could help us kill creatures and get back some life (nullifying the hasted damage dealt ; it also kills Indestructible Gods). Sweepers are probably not what we want in a creature heavy deck, but a 2 for 1 removal would be nice (at no more than 3 or 4CMC). I don't know if there is one in Standard, but Battle at the Bridge probably does that to some twisted extent.
Maybe Essence Scatter should be added to the SB vs Ramunap Red. It takes care of hasted creatures and gods before they can do their job.
As a side note about Hostage Taker : Gods are vulnerable to her ability, making her a universal removal. If our other cards can help us delay our play, she should be cast on turn 5 or 6 for maximum effectiveness (to protect her with Siren Stormtamer or Lookout's Dispersal, or Siren's Ruse if we go that route).
I don't recall all the matchups, but I won 2-1 and 2-0 to Jeskai Control, 2-1 vs BW Vampire, 2-1 and 1-2 vs 4 Color Energy (Duress on game 3 revealed 2 H-Lightning, 1 Abrade, 1 Chandra and 1 Glorybringer, plus some lands... this hand was impossible to beat). I've also faced an Esper Tokens deck, with Jace (draw, opponent logged out).
Harsh Scrutiny overperformed, and I'm considering playing this main deck instead of Walk the Plank. It's cheaper and easier to cast. Information revealed is precious, and Scry 1 always help. And because it is cheap, it allows us to save mana to activate Siren Stormtamer or cast Lookout's Dispersal and protect our Pirates.
In the main, Ruin Raider was disappointing, and even killed me once (well, I didn't paid attention, so it's mostly my fault, but then it would have been a dead card in my hand). Chart the Course may be just better for us.
I always wanted more Fell Flagship, to accelerate the damage and win earlier (or avoid a loss). But the vehicle basically tells us to play more removals to clear the way for its attack. I'll have to think about this...
The Scarab God and Hostage Taker are OP. Together on the battlefield? After HT has turned the hostage on our side, chump block with her to send her to the graveyard, only to bring her back at instant speed as a 4/4 with the God's ability. Get another hostage, and convert it to Pirates' life.
As I said, I've been very happy with the main deck discard plan. The Champion of Wits eases out the downside by letting you loot away discard that you know is dead.
I'm also sold on Gifted Aetherborn in the main deck. It's tremendously better against RDW and Energy and slightly worse in the mirror than the captain.
The tricky part with the midrange plan is that UB doesn't have standout creatures in the three to four cmc range. You can run Kalitas, Traitor of Ghet or Bristling Hydra out there on four and be happy about it. Hostage Taker eats an Abrade and you just wasted your turn. Hostage Taker is amazing when it works but it isn't really a turn four play. And planning to deal with Ramunap Red with a turn five or turn six play is a risky way to go.
My experience with the list above is that I still get run over by the RDW top 10% draws but their other draws can be fought off.
In case you want some results from using lost legacy, I've found the card useful against control decks of all sorts and even effective against red rush to some extent.
Because we lost so many sets you can basically guess what major card is in the deck you are playing by the time you cast it. Removing all of a decks fumigate or settle the wreckage is a very uplifting feeling. Unfortunately, I think duress and harsh scrutiny is more likely to connect.
Also, going to echo the room that unsummon does serious work. It can kill tokens from gift decks and scarab god's. Also testing one copy of rivers rebuke.
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Rollback Post to RevisionRollBack
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
The tricky part with the midrange plan is that UB doesn't have standout creatures in the three to four cmc range. You can run Kalitas, Traitor of Ghet or Bristling Hydra out there on four and be happy about it. Hostage Taker eats an Abrade and you just wasted your turn. Hostage Taker is amazing when it works but it isn't really a turn four play. And planning to deal with Ramunap Red with a turn five or turn six play is a risky way to go.
Midrange is not so much about playing big creatures that cost 4+, but more about controlling the first 3-4 turns before playing creatures that will make a difference. Hostage Taker, as a 3 for 1 (removing a God or Gearhulk, taking control of it, plus a 2/3 body), and The Scarab God, as a recurring and snowballing threat, are our end game solutions. We don't have to look any further for that part of the Midrange strategy. The tricky part is surviving the onslaught of the early game without too much damage so we can turn the corner later.
Battle at the Bridge is frustratingly slow, both in CMC and as a sorcery (but the payoff is great). I'm not even sure it should be in the SB.
Harsh Scrutiny is cheap and efficient, but doesn’t deal with creatures on the battlefield. It scries and gives you information. Maybe 2 in the main deck.
Fatal Push is also cheap and efficient, but can't hit Verdurous Gearhulk, any Gods, Glorybringer (Harsh Scrutiny can), and it takes a lot of effort to trigger Revolt and kill a 3-4 CMC creature (we don't even play Evolving Wilds). Full play set in the main deck is probably too ambitious. Maybe only 2 or 3.
Walk the Plank stays a cheap sorcery solution, and the right number is probably more than zero, both in the main and SB.
Are there other removals in Standard that we should consider?
Note about the Sultai Energy matchup : The Scarab God and Hostage Taker are better in our deck than theirs. Opponent offers way better targets than we do, and we're on the winning side of the equation. Stealing a Verdurous Gearhulk to put counters on our flyers is a sure way to close the game fast.
Why not run 3 fathom fleet captain in the main? He let's you get a free creature card to cast when attacking.
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Rollback Post to RevisionRollBack
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Why not run 3 fathom fleet captain in the main? He let's you get a free creature card to cast when attacking.
I already run 4 Fathom Fleet Captain in the main deck (see deck list in the Primer). It has performed well for me.
PS : Spell Pierce is under consideration for the SB.
Another thing to consider for the Sultai Energy matchup: Harsh Scrutiny can probably turn Blossoming Defense into a dead card if we can just deny them the targets.
— — — — — —
edit: Fun play vs Gideon... if you have The Scarab God in play - say tapped, to bait Gideon into attacking - you can use its ability to bring back Hostage Taker at instant speed and exile the Gideon-creature before converting him to the Pirates’ cause.
I actually dropped the captain to a 3 of because he tends to be bad in multiples. We only got so much mana to actually spend and make 2/2 menace creatures anyway, plus we got lots of card draw.
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Rollback Post to RevisionRollBack
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
That makes sense. Second copy of Fathom Fleet Captain is usually a waste. Spending 4 mana to activate both is often not possible with all the other things we want to do (like activating the Siren, playing Dispersal, casting a removal or a discard spell). There's a free spot now in the main deck to help the Midrange plan.
My deck list as it is right now. I'm not really sure what to replace the Deadeye Tracker with, but I kind of lack any good options and need the swing with a one drop to power the Stormfleet Aerialist.
Only reason I'm running the aerialist is because i want the discount on the lookout's Dispersal. Also, I'm keeping the fatal push for fighting red rush since it's the worst match up we have. I was actually considering Vizier of Many Faces for the deck, but there just isn't enough room in the 75 for it.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
I think I may cut deadeye tracker from the deck and just go with a different one drop. That and probably main deck the aetherborn since I need more sideboard slots and it works okay as a three drop. Sometimes I hate tribal restrictions.
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1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
You don't need another 1-drop. With Siren Stormtamer, Fatal Push, Harsh Scrutiny, Duress and Fetid Pool, 25% of the deck is playable on turn 1. I think the problem with your list is Storm Fleet Aerialist. It wraps the way you build and pilot the deck too much. Particularly since we're not supposed to play the Aggro axis, but more a sort of Aggro-Control deck that has a nice long game plan. You should probably play Daring Saboteur instead.
Aerialist will hit for 2 if you work really hard to trigger Raid (both in play and prior to that while deckbuilding). And it can't crew Fell Flagship (which is missing from your list - you should try it) if you play it in the first main phase. On the other side, Saboteur will hit for 2 with not much conditions, and she can sustain these conditions by herself if she really needs to be unblockable (no other cards or fancy plays required). Any removal will kill both, but if your 1U creature survives for just one attack, better it be Saboteur for the value of looting. Looting is very powerful, and it plays right into our long game plan.
The only matchup in which I would prefer Aerialist more than Saboteur is Sultai Energy, because it is the only deck that plays Walking Ballista. But even then, this matchup is slightly in our favor (tests show results at 2-0, 2-1, 2-1 and 0-2 = 60% GW%). And no wonder : Harsh Scrutiny and Lookout's Dispersal can take care of Ballista, and we play more answers than they play problems. That, and like I said in another post, The Scarab God and Hostage Taker are better in our deck than theirs.
My biggest challenge so far has been Bristling Hydra. Temur Energy, Four Colors Energy and Pummeler decks all play the full playset of Hydras, and it's very hard to counter when we're on the draw and they play it on turn 3 with Servant of the Conduit. Other than getting a God in it's path, or gang blocking, there really is nothing we can do to deal with it once it hits the battlefield. Carnage Tyrant, post SB, is a similar but bigger problem, that can't even be countered. Thus, I want 4 Harsh Scrutiny in the 75 (2 main and 2 SB?), and maybe 1 or 2 Trial of Ambition in the SB.
Although the Control matchups are in our favor, we have a lot of awkward cards in the main deck that are quite bad vs decks that play virtually no creatures : Fatal Push is totally useless ; Walk the Plank is occasionally useful vs Torrential Gearhulk, but I would prefer to remove it with Harsh Scrutiny or Lookout's Dispersal before it can trigger its ETB ability ; Hostage Taker basically has no targets other than our own creatures, and her ability is mandatory (not « you may »), although it may be useful to target Kitesail Freebooter and have a fresh look at opponent’s hand. I think the SB should have cards to replace many of the above (but always keep Siren Stormtamer, since she can soak Settle the Wreckage for just U). Options : Lost Legacy, Duress, Siren's Ruse, Spell Pierce...
I haven't faced Ramunap Red so far, so whatever I say about this matchup is pure theorycrafting. Fell Flagship should probably be sided out, since they empty their hand so fast, and less cards only helps Hazoret the Fervent. There's no time to take a pause and cast Chart a Course in this matchup, so this should be sided out too. I don't think Gifted Aetherborn is the right card for this matchup. The Aetherborn can die to Lightning Strike and Abrade without doing it's thing, and Earthshaker Khenra and Anh-Crop Crasher can both prevent it from blocking. And will we really tap it to attack on our turn? We'll probably keep it as a blocker since we're obviously not the beatdown in this matchup... And then we go full circle back to square 1, with the problems of L-Strike, Abrade, Earthshaker and Crasher. I proposed Shielded Aether Thief before, but I don't think we should bother with it. Going 4 of each of Fatal Push, Harsh Scrutiny and Walk the Plank in the 75 should do the job. And since Hostage Taker will likely have little or no targets by the time we get there, we may trade a few copies for Siren's Ruse post SB. That card will certainly help us get to the long game (re : The Scarab God raising all their creatures that we sent to the graveyard).
My original list was close to this:
4x Drowned Catacomb
4x Fetid Pools
3x Evolving Wilds
1x Field of Ruin
1x Ifnir Deadlands
1x Scavenger Grounds
5x Island
4x Swamp
Creatures -
4x Siren Stormtamer
4x Daring Saboteur
4x Fathom Fleet Captain
4x Kitesail Freebooter
4x Ruin Raider
4x Hostage Taker
2x Fell Flagship
Spells -
2x Perilous Voyage
2x Walk the Plank
4x Lookout's Dispersal
2x Vraska's Contempt
2x Disallow
4x Deadeye Tracker
3x Duress
1x Spell Pierce
2x Negate
2x The Scarab God
I went 2-2 at FNM with this build. Problems I found with this build: clunky and slow and underpowered. I found myself having to tap-out to play threats as I did not have enough removal to draw-go the first few turns, but I found myself losing creatures to early removal/counters as I couldn't hold off on playing anything.
Cards that performed poorly:
Daring Saboteur - I want to keep my draws (spells to cast early, and lands later for casting more than one spell a turn), I found the looting to be more of a pain than a gain and the cost to make her unblockable is too high.
Ruin Raider - Do NOT play as a four of, he is not Bob and more than one on the board is bad. Even with his draws I felt eh for him, 2 toughness is really bad, but I think we need the draws so 2, but no more.
Fell Flagship - I really REALLY wish this gave +1/+1, but it doesn't and I never found an opportunity to crew it as my opponents could easily handle a 3/3 (vehicles really took a hit after Kaladesh).
Perilous Voyage - Found this half-answer to not be good enough, if it could bounce our own stuff (maybe to save a Hostage Taker or Fathom Fleet Captain) I would like it more.
Deadeye Tracker - His explore is too expensive and clunky and slow, if the body had an ability (any ability) Vigilance, or First Strike, or Menace, I could see playing him, but having to tap to Explore and hoping our opponent has to cards in the yard, plus it taking up two mana is too much cost for an exaggerated Scry 1.
Cards that Impressed:
Hostage Taker - While fairly killable, its ability to steal the opponent's things and open up a hole in their defenses is pure gold, play 3-4 as even in multiples I wasn't sad to see it. That said this is a turn 5 play, not 4, you want 4 mana to cast it and another 1 mana to use a Siren Stormtamer or Spell Pierce to protect it, play 4 period.
Siren Stormtamer - okay for early beats, but its ability to protect later threats is the real reason it shines.
Lookout's Dispersal - Mana Leak+, it is essentially Counterspell until turn 7+, play 3-4.
The Scarab God - This card is the new Mythic to beat (not Carnage Tyrant) its grind power is through the roof and one of the reasons we want to keep our lands and not loot them, play 2 split how you want among MB and SB.
Cards that were okay, but not great:
Fathom Fleet Captain - We only have one good 1 drop and I found his 2 power Menace to be a little slow when he doesn't really get to swing and make a token until turn 3 at the earliest. The cost of the token is fairly high too, He must attack, you must have another non-token Pirate, and must invest 2 mana, I found his ability to be clunky and don't expect to get it off more than once. He is the second best of our two drops though, so play 3-4.
Kitesail Freebooter - As a turn 2 play, it was not that good, my opponents want to blow up my stuff so him taking one of their early removal spells only to be hit by a second one in their hand, really just played as it would normally. But he is one of our few Evasive creatures, so we want ot get him down early to help trigger Fathom Fleet Captain (see the dilemma), play 3-4.
Cards that I think are traps:
Jace, Cunning Castaway - 3CC walkers always draw attention, everyone wants to see the next LotV, this is not it, in fact he might be the worst of the 3CC walkers printed. This walker is made of "IFs", IF his +1 ability allowed you to draw a card (rather than loot) after dealing combat damage to a player with a creature I could see playing him, IF his -2 ability made a flying 2/2 Illusion token I could see playing him, IF he started with 6 loyalty (and his ultimate cost was raised to -8), so I could make a subpar 2/2 token with his -2 ability and Jace could still absorb a hit and survive, I could see playing him.
Walk the Plank - this might get its time in standard when Kaladesh rotates, but right now we have a whole suite of Instant speed responses: 2CC counterspells, Lightning Strike, Fatal Push, etc...
My next attempt at aggro tempo:
3x Dreamcaller Siren
4x Fathom Fleet Captain
3x Hostage Taker
4x Kitesail Freebooter
4x Metallic Mimic
4x Siren Stormtamer
Land:
4x Drowned Catacomb
4x Fetid Pools
1x Ifnir Deadlands
8x Island
6x Swamp
3x Censor
4x Fatal Push
4x Lookout's Dispersal
4x Opt
4x Duress
3x Negate
2x Sorcerous Spyglass
2x Spell Pierce
2x The Scarab GodFormat Health, metagame, bannings, rotation threads except for a single banlist poll thread (there's a thread for that too)
2x Vraska's Contempt
Update: Next test list is up, all Instants in main for pure Tempo, write up for other cards still pending. 10/02
I merged two redundant Pirate Tempo threads here. Apologies for any confusion from the interleaved threads. - hoser2
I Stream MTGO on Twitch: broodwarjc
I also post recordings of those streams on Youtube: broodwarjcavidgamer
Standard Deck:
BUPirates
Modern Deck:
B8-Rack
Also, I ended up using Unsummon in place of the Perilous Voyage[/card] and had better results. I did try Galestrike as I reasoned the fact it could replace itself would make up for the 3 mana investment, but holding up 3 mana to counter a single attacker was rough. My feeling is that if we move away from pirate synergy entirely and just use the best pirates, then splash for white for some better answers, we could be on to something. I feel like Walk the Plank is a bit of a trap, actually, but there's absolutely nothing better in the current standard that is near unconditional removal, and they bounced the unconditional black removal to 4.
I hate going three color, but I'm starting to wonder if Unlicensed Disintegration may be worth going for. As long as all the black drops are 3+ I think it may be doable. Also, Gifted Aetherborn has felt like a must in my 75 due to RG Monsters making it's glorious return this standard. I built the deck myself and it's a pile of the hardest to answer creatures in standard being powered out by reasonably strong early drops that just get better as the game goes on. We technically have gods answered by playing Hostage Taker, but I really wish it had 4 toughness. It feels a lot like Spell Queller did back when I played spirits, only it is slower and we don't have a one mana flicker spell.
Tested Ruin Raider, did not like him as a 4 of either. He's basically a legendary creature as far as I'm concerned due to that ability just being murder without a way to shut it off when you don't want it. Deadeye Tracker performed well for me, though. I usually saved his ability for when I'm holding up mana for a counter or bounce spell, then if the opponent didn't do anything I'd trigger him for the filtering. He's also kind of nice in the early meta because players seem fond of spending a Lightning strike or Abrade on him. I'll proudly trade my one drop fidget spinner for the bolt, thank you!
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
4 Fetid Pools
1 Ifnir Deadlands
7 Island
7 Swamp
4 Opt
2 Chart a Course
4 Fatal Push
2 Walk the Plank
4 Lookout's Dispersal
2 Supreme Will
4 Kitesail Freebooter
4 Fathom Fleet Captain
3 Ruin Raider
2 Kefnet the Mindful
2 Hostage Taker
3 Spell Pierce
2 Duress
2 Harsh Scrutiny
2 Vraska's Contempt
2 Aethersphere Harvester
2 Sorcerous Spyglass
2 Hostage Taker
Chart a Course is very good. The Censor and Supreme Will package means you'll almost always have access to at least some permission spells.
I like Kefnet's ability to fly over board stalls and she plays well with Ruin Raider, but her role as the haymaker should probably be taken by The Scarab God. I just need to bite the bullet and stop trying to time the market on the card.
Also, I've started playing Lost Legacy to deal with Approach of the second sun. I'm not sure what else to use outside of T1 duress to try and kill a copy in their hand already. And yes, it's been going crazy on MTGO lately. It's also nice for people trying to be cute with Revel in Riches, albeit that deck can win off of other things, where as Approach really depends a ton on that one card.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
When I ran it sideboard back during Kaladesh I ran 2, but given how much UW approach has for counters I'm thinking running 3.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
The reason behind this is not only having untapped mana available as often as possible, but also because I have tried to solve the Kitesail Freebooter problem of being a lightning rod by adding x3 duress to the mainboard, which can take their first removal spell, and I need my first mana of the game to be untapped. Three may be too many, but I have found them useful not only as a T1 play, but also as a guarantee before casting a Hostage taker.
Other changes I have made to make the mana easier is to replace any copies of walk the plank with trial of ambition. I also agree with usnummon being better than the other bounce spell because of the mana difference.
Lastly, I am trying a single bone pickerjust for fun. I know its not a pirate, but seems right in a tempo shell with fatal pushand so many lighting rods.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
4x Drowned Catacomb
1x Fetid pools
9x Swamp
9x Island
Creatures
4x Siren stormtamer
4x Fathom Fleet Captain
4x Kitesail Freebooter
4x Ruin raider
3x Hostage taker
1x Dreamcaller siren
1x Bone picker
4x Fatal push
4x Lookout's dispersal
3x Duress
2x Unsummon
2x Fell flagship
1x Trial of ambition
3x Spell pierce
2x Trial of ambition
2x Dispossess
2x Sentinel totem
1x Cartouche of ambition
1x Walk the plank
1x Vraska's contempt
1x Aethersphere Harvester
10 Pre-board games against UW Approach. Record 10-0. With 7 duress effect in duressand Kitesail Freebooterplus no spot removal and Lookout's dispersalfor their sweepers this seems one of the best matchups for the deck. Also I found that Siren stormtamerhard counters Settle the wreckage, which feels like an awesome exchange :).I don't know how games would go after boarding, but seems tough to lose once we remove 4 fatal push and add lost legacy/ dispossessor spell pierce. Overall it felt like 80% favorable to us.
10 Pre-boarded games against Ramunap Red. Record: 0-10. This feels like an unwinnable matchup. They are more aggresive than we are, more resilient than we are, the deck has bigger creatures and they even have an awesome late-game. Found imposible to race them, and pirates defend poorly, so unless they have a terrible day, it's a lost cause. You have to help me here with the sideboard plan. I'm mainly a modern player, so I'm not much into standard. What cards are good against this deck? I want to avoid BB as much as possible since it is not so easy to assemble and curve gifted aetherborn(same reason why I'm not playing walk the plank. I've seen Essence Extraction as a plan for most black decks, but again, BB is risky in this deck. I am going to try Aethersphere harvesterand see how it goes, but I'm afraid 4x of abrade will come up as a problem. Again, as a modern player, I'm used to have matchups I just wanna avoid because they are bad even after boarding, but I'm glad to hear suggestions or ideas to face this deck.
Next testing will be against BG constrictor and RUG pummeler. I will post my results here in case anyone is interested.
Ahoy mateys! Inspired by Paulo Vitor Damo da Rosa's article, here is my take on the Pirates tribe (and thanks for @broodwarjc's early primer).
I see UB Pirates as a Jack-of-all-trades deck (thus the name « UB Tempo Jacks »). Not the best deck at anything, but able to fight well enough on each axis (Aggro, Control, Midrange) to win almost all matchups once you've determined the opponent's vulnerability. The deck I’ve brewed feels like a true rogue :
6 Island
6 Swamp
4 Drowned Catacomb
4 Fetid Pools
4 Unclaimed Territory
Creatures (20)
4 Siren Stormtamer
4 Kitesail Freebooter
3 Fathom Fleet Captain
3 Daring Saboteur
4 Hostage Taker
2 The Scarab God
3 Fatal Push
2 Harsh Scrutiny
1 Duress
2 Walk the Plank
2 Siren's Ruse
2 Fell Flagship
4 Lookout's Dispersal
2 Harsh Scrutiny
1 Fatal Push
2 Walk the Plank
3 Duress
2 Lost Legacy
2 Siren's Ruse
2 Spell Pierce
1 Trial of Ambition
My first take on Pirates was UR, featuring Disco Jace, Skyship Plunderer, some flying Sirens and Raiders, Lightning-Rig Crew and Lightning Strike. But after reading Frank Karsten's article about Mana Bases in Ixalan Standard, I could only agree that enemy-color decks will be bad in Standard until more dual lands are available.
« The best decks are usually the ones with the best mana. » - Frank Karsten
That being said, black provides the deck with quite amazing bombs.
Oct. 5, 2017 : SB added to the deck list.
Oct. 6, 2017 : Deck updated to version 1.4 (Main deck = -1 Fathom Fleet Captain, -1 Fell Flagship, -2 Ruin Raider, -1 Fatal Push, +2 Harsh Scrutiny, +2 Siren's Ruse, +1 Duress ; SB = +1 Duress, -4 Gifted Aetherborn, -1 Siren's Ruse, +2 Spell Pierce, +1 Trial of Ambition, +1 Fatal Push).
Oct. 8, 2017 : Name changed, intro added.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
Use a hypergeometric calculator for your deckbuilding maths,
and use TopDecked to manage your decks and collection on your Apple or Android device.
One little thing that I like is to run Duress and Harsh Scrutiny against them because they will usually both have targets in the first four or five turns. Having access to some kind of looting (i.e. Champion of Wits) can ease the sting of stranded discard cards in your hand. Splitting up your raid card draw between Ruin Raider and Chart a Course also helps a little. Gonti is great if they don't have Hazoret (it does happen sometimes).
Bontu's Last Reckoning is nice out of the side against Temur. It's not great against red but it's not awful as a one-of just in case kind of card.
ETA: Took this list to a 4-1 league finish, 2-0 against uw approach, uw approach, esper tokens, and uw gift; 0-2 against monored. The red deck hit about six or seven mountains in a row in game one and still chipped out the win. Game two they had the nuts and just steamrolled.
7 Swamp
4 Drowned Catacomb
4 Fetid Pools
2 Evolving Wilds
4 Siren Stormtamer
4 Kitesail Freebooter
4 Fathom Fleet Captain
3 Champion of Wits
3 Ruin Raider
2 Hostage Taker
2 The Scarab God
4 Fatal Push
2 Duress
2 Harsh Scrutiny
2 Duress
2 Harsh Scrutiny
2 Aethersphere Harvester
2 Bontu's Last Reckoning
2 Vraska's Contempt
2 Hostage Taker
2 Lost Legacy
1 Walk the Plank
I feel like in general we are mildly favored against Temur, heavily favored against durdly decks, and heavy underdogs against all-in aggro. I'm not sure what we can do to make the aggro matchup better. Maybe Deadeye Tracker as an early blocker that can at least eat Earthshaker Khenra out of the yard? Gifted Aetherborn is a burden on the mana base but I guess we can afford it since we don't have any double blue spells.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
Use a hypergeometric calculator for your deckbuilding maths,
and use TopDecked to manage your decks and collection on your Apple or Android device.
In my experience UB Pirates is naturally extremely strong against control, solid against midrange, and extremely weak against aggro. I think it's worth tilting the main deck to be more anti-aggro. I recently ran a league with this:
4 Fetid Pools
3 Evolving Wilds
4 Island
9 Swamp
4 Siren Stormtamer
4 Kitesail Freebooter
4 Gifted Aetherborn
4 Champion of Wits
2 Ruin Raider
2 Hostage Taker
2 The Scarab God
2 Harsh Scrutiny
2 Duress
2 Chart a Course
4 Lookout's Dispersal
2 Hostage Taker
2 Vraska's Contempt
2 Bontu's Last Reckoning
2 Lost Legacy
2 Aethersphere Harvester
2 Duress
2 Harsh Scrutiny
1 Walk the Plank
I went 4-1 playing against WG Ramp (2-0), UW Approach (2-1), Jeskai Control (2-0), Sultai Energy (2-1), Ramunap Red (0-2).
Even tilting the deck as far as I did towards anti-aggro, the game loss to UW was very close even when I was stuck on two lands on turn seven and I couldn't take a game from red. It did feel like the red deck had very good draws, particularly in game two (exactly five lands, removal, hazoret, chandra, glorybringer, glorybringer, hazoret). It always feels like they have good draws when the matchup is bad but I think this configuration of the deck can at least beat their mediocre draws. I'm tempted to try something wacky like Deadeye Tracker in the side for the early game trade and late game earthshaker clearout value.
This version of the deck is more about The Scarab God than pirate synergies. I love the other two drop pirates but they're both awful on defense. I'm willing to give up a little of the utter domination of UW approach that Fathom Fleet Captain contributes to in order to have a solid defensive body like Gifted Aetherborn.
I really like the discard package and Champion of Wits. The champ is great for smoothing out your draws, has a somewhat relevant body, and makes for a great Scarab God target. I also think Chart a Course belongs in every pirate deck. Two mana draw two, come on. I like Hostage Taker a lot but I think it will settle in as a less than 4-of; it really hurts to spend turn four tapping out and accomplishing nothing when your opponent has almost any removal spell.
As a reminder, Midrange beats Aggro. What we need is a Midrange plan to play on both sides of the clock. Is Gifted Aetherborn the right card to play that game? Probably instead of Kitesail Freebooter post SB. Or is it more removals? Battle at the Bridge could help us kill creatures and get back some life (nullifying the hasted damage dealt ; it also kills Indestructible Gods). Sweepers are probably not what we want in a creature heavy deck, but a 2 for 1 removal would be nice (at no more than 3 or 4CMC). I don't know if there is one in Standard, but Battle at the Bridge probably does that to some twisted extent.
Maybe Essence Scatter should be added to the SB vs Ramunap Red. It takes care of hasted creatures and gods before they can do their job.
As a side note about Hostage Taker : Gods are vulnerable to her ability, making her a universal removal. If our other cards can help us delay our play, she should be cast on turn 5 or 6 for maximum effectiveness (to protect her with Siren Stormtamer or Lookout's Dispersal, or Siren's Ruse if we go that route).
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
Use a hypergeometric calculator for your deckbuilding maths,
and use TopDecked to manage your decks and collection on your Apple or Android device.
I don't recall all the matchups, but I won 2-1 and 2-0 to Jeskai Control, 2-1 vs BW Vampire, 2-1 and 1-2 vs 4 Color Energy (Duress on game 3 revealed 2 H-Lightning, 1 Abrade, 1 Chandra and 1 Glorybringer, plus some lands... this hand was impossible to beat). I've also faced an Esper Tokens deck, with Jace (draw, opponent logged out).
Harsh Scrutiny overperformed, and I'm considering playing this main deck instead of Walk the Plank. It's cheaper and easier to cast. Information revealed is precious, and Scry 1 always help. And because it is cheap, it allows us to save mana to activate Siren Stormtamer or cast Lookout's Dispersal and protect our Pirates.
In the main, Ruin Raider was disappointing, and even killed me once (well, I didn't paid attention, so it's mostly my fault, but then it would have been a dead card in my hand). Chart the Course may be just better for us.
I always wanted more Fell Flagship, to accelerate the damage and win earlier (or avoid a loss). But the vehicle basically tells us to play more removals to clear the way for its attack. I'll have to think about this...
The Scarab God and Hostage Taker are OP. Together on the battlefield? After HT has turned the hostage on our side, chump block with her to send her to the graveyard, only to bring her back at instant speed as a 4/4 with the God's ability. Get another hostage, and convert it to Pirates' life.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
Use a hypergeometric calculator for your deckbuilding maths,
and use TopDecked to manage your decks and collection on your Apple or Android device.
I'm also sold on Gifted Aetherborn in the main deck. It's tremendously better against RDW and Energy and slightly worse in the mirror than the captain.
The tricky part with the midrange plan is that UB doesn't have standout creatures in the three to four cmc range. You can run Kalitas, Traitor of Ghet or Bristling Hydra out there on four and be happy about it. Hostage Taker eats an Abrade and you just wasted your turn. Hostage Taker is amazing when it works but it isn't really a turn four play. And planning to deal with Ramunap Red with a turn five or turn six play is a risky way to go.
My experience with the list above is that I still get run over by the RDW top 10% draws but their other draws can be fought off.
Because we lost so many sets you can basically guess what major card is in the deck you are playing by the time you cast it. Removing all of a decks fumigate or settle the wreckage is a very uplifting feeling. Unfortunately, I think duress and harsh scrutiny is more likely to connect.
Also, going to echo the room that unsummon does serious work. It can kill tokens from gift decks and scarab god's. Also testing one copy of rivers rebuke.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Midrange is not so much about playing big creatures that cost 4+, but more about controlling the first 3-4 turns before playing creatures that will make a difference. Hostage Taker, as a 3 for 1 (removing a God or Gearhulk, taking control of it, plus a 2/3 body), and The Scarab God, as a recurring and snowballing threat, are our end game solutions. We don't have to look any further for that part of the Midrange strategy. The tricky part is surviving the onslaught of the early game without too much damage so we can turn the corner later.
Could Shielded Aether Thief be a better solution than Gifted Aetherborn against Ramunap Red? It doesn't die to Abrade or Lightning Strike, can surprise block Earthshaker Khenra and Anh-Crop Crasher, and eventually give you card advantage to win the long game. The fact that it is easier to cast is not negligible.
Note about the Sultai Energy matchup : The Scarab God and Hostage Taker are better in our deck than theirs. Opponent offers way better targets than we do, and we're on the winning side of the equation. Stealing a Verdurous Gearhulk to put counters on our flyers is a sure way to close the game fast.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
Use a hypergeometric calculator for your deckbuilding maths,
and use TopDecked to manage your decks and collection on your Apple or Android device.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
I already run 4 Fathom Fleet Captain in the main deck (see deck list in the Primer). It has performed well for me.
PS : Spell Pierce is under consideration for the SB.
Another thing to consider for the Sultai Energy matchup: Harsh Scrutiny can probably turn Blossoming Defense into a dead card if we can just deny them the targets.
— — — — — —
edit: Fun play vs Gideon... if you have The Scarab God in play - say tapped, to bait Gideon into attacking - you can use its ability to bring back Hostage Taker at instant speed and exile the Gideon-creature before converting him to the Pirates’ cause.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
Use a hypergeometric calculator for your deckbuilding maths,
and use TopDecked to manage your decks and collection on your Apple or Android device.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
Use a hypergeometric calculator for your deckbuilding maths,
and use TopDecked to manage your decks and collection on your Apple or Android device.
3 Drowned Catacomb
3 Fetid Pools
4 Ifnir Deadlands
8 Island
4 Swamp
2 Unclaimed Territory
Instants
4 Fatal Push
4 Lookout's Dispersal
2 Unsummon
2 Chart a Course
1 Walk the Plank
2 Harsh Scrutiny
Creatures
3 Deadeye Tracker
3 Fathom Fleet Captain
4 Hostage Taker
3 Kitesail Freebooter
4 Siren Stormtamer
4 Storm Fleet Aerialist
3 Duress
4 Gifted Aetherborn
1 Harsh Scrutiny
3 Ruin Raider
2 The Scarab God
2 Vraska's Contempt
Only reason I'm running the aerialist is because i want the discount on the lookout's Dispersal. Also, I'm keeping the fatal push for fighting red rush since it's the worst match up we have. I was actually considering Vizier of Many Faces for the deck, but there just isn't enough room in the 75 for it.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Aerialist will hit for 2 if you work really hard to trigger Raid (both in play and prior to that while deckbuilding). And it can't crew Fell Flagship (which is missing from your list - you should try it) if you play it in the first main phase. On the other side, Saboteur will hit for 2 with not much conditions, and she can sustain these conditions by herself if she really needs to be unblockable (no other cards or fancy plays required). Any removal will kill both, but if your 1U creature survives for just one attack, better it be Saboteur for the value of looting. Looting is very powerful, and it plays right into our long game plan.
The only matchup in which I would prefer Aerialist more than Saboteur is Sultai Energy, because it is the only deck that plays Walking Ballista. But even then, this matchup is slightly in our favor (tests show results at 2-0, 2-1, 2-1 and 0-2 = 60% GW%). And no wonder : Harsh Scrutiny and Lookout's Dispersal can take care of Ballista, and we play more answers than they play problems. That, and like I said in another post, The Scarab God and Hostage Taker are better in our deck than theirs.
My biggest challenge so far has been Bristling Hydra. Temur Energy, Four Colors Energy and Pummeler decks all play the full playset of Hydras, and it's very hard to counter when we're on the draw and they play it on turn 3 with Servant of the Conduit. Other than getting a God in it's path, or gang blocking, there really is nothing we can do to deal with it once it hits the battlefield. Carnage Tyrant, post SB, is a similar but bigger problem, that can't even be countered. Thus, I want 4 Harsh Scrutiny in the 75 (2 main and 2 SB?), and maybe 1 or 2 Trial of Ambition in the SB.
Although the Control matchups are in our favor, we have a lot of awkward cards in the main deck that are quite bad vs decks that play virtually no creatures : Fatal Push is totally useless ; Walk the Plank is occasionally useful vs Torrential Gearhulk, but I would prefer to remove it with Harsh Scrutiny or Lookout's Dispersal before it can trigger its ETB ability ; Hostage Taker basically has no targets other than our own creatures, and her ability is mandatory (not « you may »), although it may be useful to target Kitesail Freebooter and have a fresh look at opponent’s hand. I think the SB should have cards to replace many of the above (but always keep Siren Stormtamer, since she can soak Settle the Wreckage for just U). Options : Lost Legacy, Duress, Siren's Ruse, Spell Pierce...
I haven't faced Ramunap Red so far, so whatever I say about this matchup is pure theorycrafting. Fell Flagship should probably be sided out, since they empty their hand so fast, and less cards only helps Hazoret the Fervent. There's no time to take a pause and cast Chart a Course in this matchup, so this should be sided out too. I don't think Gifted Aetherborn is the right card for this matchup. The Aetherborn can die to Lightning Strike and Abrade without doing it's thing, and Earthshaker Khenra and Anh-Crop Crasher can both prevent it from blocking. And will we really tap it to attack on our turn? We'll probably keep it as a blocker since we're obviously not the beatdown in this matchup... And then we go full circle back to square 1, with the problems of L-Strike, Abrade, Earthshaker and Crasher. I proposed Shielded Aether Thief before, but I don't think we should bother with it. Going 4 of each of Fatal Push, Harsh Scrutiny and Walk the Plank in the 75 should do the job. And since Hostage Taker will likely have little or no targets by the time we get there, we may trade a few copies for Siren's Ruse post SB. That card will certainly help us get to the long game (re : The Scarab God raising all their creatures that we sent to the graveyard).
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
Use a hypergeometric calculator for your deckbuilding maths,
and use TopDecked to manage your decks and collection on your Apple or Android device.