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There are no cards in this set. (yet) ;)
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Sideboard - 0 cards, 0 distinct
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No cards here. :(
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Notes
- What it does: Graveyard Recursion Pirate, mills (fueling your own engine because you are getting through the deck). Everything you bring out of the graveyard has 4/4 which is a decent attacking stat so they are at the very least, useful. Likely more powerful than they were normally as pirates.
- Ramp: 19 (lot's of treasure token generation)
- Card Draw: 18 ...that is healthy especially for a deck that mills
- Targeted Removal: 13..lot's of targeted interaction
- Board Wipes: 3
- Lands: 37...only 15 basic lands
10 Card Cut:
- Daring Saboteur. OK. But too conditional and does not do enough.
- Departed Deckhand. Doesn't really do anything other than be little and evasive.
- Timestream Navigator. Just too many conditions
- Ghost of Ramirez DePietro. Just not reliable enough. Too many conditions
- Azure Fleet Admiral. Just doesn't do much
- Merchant Raiders. It's cool and does what it says. Just a tough time getting enough value out of it.
- Dire Fleet Ravager. This comes down on 5 or get's reanimated on five and you lose alot of life from it.
- King Narfi's Betrayal. Not really doing anything.
- Commander's Sphere. There is so much ramp in the deck. A 3 mana mana rock is just too slow.
- Icon of Ancestry. 6 mana to maybe draw a pirate is too much.
- Pirates: 34
- Pirates Matter: 19 (pirate pay off cards that care about those 34 pirate cards)
- Theft: 10
- Fill Graveyard: 13
Need to cast Brass on 4. Self mill on 5. Get that trigger bring stuff back. You need to make sure you are hitting your pirate minimums. Make sure you have mass graveyard reanimation.
- Ramp: 19 (lot's of treasure token generation)
- Card Draw: 18 ...that is healthy especially for a deck that mills
- Targeted Removal: 13..lot's of targeted interaction
- Board Wipes: 3
- Lands: 37...only 15 basic lands
10 Card Cut:
- Daring Saboteur. OK. But too conditional and does not do enough.
- Departed Deckhand. Doesn't really do anything other than be little and evasive.
- Timestream Navigator. Just too many conditions
- Ghost of Ramirez DePietro. Just not reliable enough. Too many conditions
- Azure Fleet Admiral. Just doesn't do much
- Merchant Raiders. It's cool and does what it says. Just a tough time getting enough value out of it.
- Dire Fleet Ravager. This comes down on 5 or get's reanimated on five and you lose alot of life from it.
- King Narfi's Betrayal. Not really doing anything.
- Commander's Sphere. There is so much ramp in the deck. A 3 mana mana rock is just too slow.
- Icon of Ancestry. 6 mana to maybe draw a pirate is too much.
- Pirates: 34
- Pirates Matter: 19 (pirate pay off cards that care about those 34 pirate cards)
- Theft: 10
- Fill Graveyard: 13
Need to cast Brass on 4. Self mill on 5. Get that trigger bring stuff back. You need to make sure you are hitting your pirate minimums. Make sure you have mass graveyard reanimation.
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Text with Printing (Arena, Moxfield etc)