So this deck is supposed to be a cute *SURPRISE TRIBAL* deck that was formally my Mishra artifact deck. Please give me some feedback to be an agressive deck that uses a lot of vehicles and the like. I'm not sure if this deck is really focused right now. More boardwipes because I have so many vehicles? More creatures to go full aggro? I'd love some advice.
It seems like you're basically never going to be able to turn on Beckett's land steal unless you have a Xenograft, Arcane Adaptation, or Conspiracy in play. I'd consider running some more tutors that can specifically find those cards - Demonic Tutor, Vampiric Tutor, Imperial Seal easily being the best, though if cost is a prohibition, you can get away with stuff like Dimir Machinations/Perplex/Drift of Phantasms and Brainspoil.
I'd also recommend including a few other actual pirates that are worthwhile, just so you have some more tribal synergy when you can't stick an enchantment. Kukamesa Pirates ain't half bad as a way to amass Sol Rings. Prosperous Pirates is passable. Angrath's Marauders is powerful, if a little expensive. Captain Lannery Storm is a decent treasure outlet. Captivating Crew is a brutal mana sink. Daring Saboteur is some decent early-game action. Deadeye Tracker can actually grind out a fair amount of value. Dire Fleet Ravager can seriously put the crunch on life totals. Fathom Fleet Captain is your best token generator, though you do need to line it up with another pirate. Hostage Taker is legitimately very good. Storm Fleet Arsonist, Rishadan Cutpurse, Rishadan Footpad, and Rishadan Brigand are very strong resource denial cards, especially if you can blink or recur them a bunch. Ruin Raider is a powerful source of card advantage, though you may want to trim some of your more expensive hits. Ruthless Knave is another good treasure generator and sac outlet. Skyship Plunderer can do some crazy things with counters if you're running any.
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Yeah I should definitely add in a few pirates but I'm trying to keep the count super low just for the "gotcha" factor of the deck basically having no pirates. Tutors are a definite possibility especially the cheap (monetary) ones like Diabolic TutorDiabolic Revelation, and Increasing Ambition
1 Admiral Beckett Brass
Vehicles: 6
1 Smuggler's Copter
1 Skysovereign, Consul Flagship
1 Aethersphere Harvester
1 Cultivator's Caravan
1 Conqueror's Galleon
1 Fell Flagship
Equipment: 3
1 Swiftfoot Boots
1 Lightning Greaves
1 Cranial Plating
Artifact: 12
1 Treasure Map
1 Worn Powerstone
1 Sol Ring
1 Thran Dynamo
1 Izzet Signet
1 Dimir Signet
1 Rakdos Signet
1 Magnifying Glass
1 Unwinding Clock
1 Mind's Eye
1 Nevinyrral's Disk
1 Tamiyo's Journal
Sorcery: 3
1 Fabricate
1 Blasphemous Act
1 Bontu's Last Reckoning
Enchantment: 6
1 Rhystic Study
1 Arcane Adaptation
1 Xenograft
1 Conspiracy
1 Revel in Riches
1 Thopter Spy Network
1 Spell Swindle
1 Thirst for Knowledge
1 Cyclonic Rift
Creatures: 24
1 Silas Renn, Seeker Adept
1 Wurmcoil Engine
1 Thada Adel, Acquisitor
1 Myr Battlesphere
1 Noxious Gearhulk
1 Soul of New Phyrexia
1 Metalworker
1 Metalwork Colossus
1 Solemn Simulacrum
1 Sharding Sphinx
1 Junk Diver
1 Sphinx Summoner
1 Goblin Welder
1 Marionette Master
1 Darksteel Juggernaut
1 Inkwell Leviathan
1 Baleful Strix
1 Combustible Gearhulk
1 Deadeye Quartermaster
1 Marauding Looter
1 Deadeye Plunderers
1 Shimmer Myr
1 Bontu the Glorified
1 Slobad, Goblin Tinkerer
Planeswalkers: 5
1 Tezzeret, Master of Metal
1 Tezzeret the Seeker
1 Tezzeret the Schemer
1 Daretti, Scrap Savant
1 Saheeli Rai
3 Swamp
8 Island
6 Mountain
1 Seat of the Synod
1 Great Furnace
1 Vault of Whispers
1 Esper Panorama
1 Jund Panorama
1 Grixis Panorama
1 Reliquary Tower
1 Crumbling Necropolis
1 Terramorphic Expanse
1 Evolving Wilds
1 Temple of the False God
1 Buried Ruin
1 Darksteel Citadel
1 Mishra's Factory
1 Inventors' Fair
1 Tower of the Magistrate
1 Phyrexia's Core
1 Izzet Boilerworks
1 Dimir Aqueduct
1 Rakdos Carnarium
It seems like you're basically never going to be able to turn on Beckett's land steal unless you have a Xenograft, Arcane Adaptation, or Conspiracy in play. I'd consider running some more tutors that can specifically find those cards - Demonic Tutor, Vampiric Tutor, Imperial Seal easily being the best, though if cost is a prohibition, you can get away with stuff like Dimir Machinations/Perplex/Drift of Phantasms and Brainspoil.
I'd also recommend including a few other actual pirates that are worthwhile, just so you have some more tribal synergy when you can't stick an enchantment.
Kukamesa Pirates ain't half bad as a way to amass Sol Rings.
Prosperous Pirates is passable.
Angrath's Marauders is powerful, if a little expensive.
Captain Lannery Storm is a decent treasure outlet.
Captivating Crew is a brutal mana sink.
Daring Saboteur is some decent early-game action.
Deadeye Tracker can actually grind out a fair amount of value.
Dire Fleet Ravager can seriously put the crunch on life totals.
Fathom Fleet Captain is your best token generator, though you do need to line it up with another pirate.
Hostage Taker is legitimately very good.
Storm Fleet Arsonist, Rishadan Cutpurse, Rishadan Footpad, and Rishadan Brigand are very strong resource denial cards, especially if you can blink or recur them a bunch.
Ruin Raider is a powerful source of card advantage, though you may want to trim some of your more expensive hits.
Ruthless Knave is another good treasure generator and sac outlet.
Skyship Plunderer can do some crazy things with counters if you're running any.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!