756 views3 days ago
Commander
Size: 100Est cost: $328.27Salt sum: 36.08
KindaThor
756 views3 days ago
Commander
Size: 100Est cost: $328.27Salt sum: 36.08
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{"ops":[{"insert":"Current evolution of my favorite deck. Originally starting as a "},{"insert":{"card-link":"Malcolm, Keen-Eyed Navigator"}},{"insert":" /"},{"insert":{"card-link":"Breeches, Brazen Plunderer"}},{"insert":" 2 card infinite $50 deck, it's now an infiniteless (minus my pet card of "},{"insert":{"card-link":"Haze of Rage"}},{"insert":" which I can voluntarily just not cast or slot out for a game if the vibe isn't right for it) spellslinger deck that still wins in a similar ways that existed in my old build, just without any of the artifact etb pingers, as that consistently seemed to be a common thing that would make it feel or look like a Gamechanger-less Bracket 3 deck, rather than an actual Bracket 2. \n\nThe decision to run only non-creature spell pingers originally stemmed from running "},{"insert":{"card-link":"Crown of Flames"}},{"insert":" and "},{"insert":{"card-link":"Shimmering Wings"}},{"insert":" , but the restriction still holds fine here and I don't think I need to put in the instant/sorcery pingers, especially after adding in (and considering replacing "},{"insert":{"card-link":"Kediss, Emberclaw Familiar"}},{"insert":" as partner with...) "},{"insert":{"card-link":"Breeches, Brazen Plunderer"}},{"insert":" back into the deck after a couple years, which could let me use other player's non-creature spells to continue the non-pirates that are pirates, slinging and pinging nonesense. \n\nI've also decided to remove the tutor package since I don't really think it's necessary with how redundant everything except "},{"insert":{"card-link":"Malcolm, Keen-Eyed Navigator"}},{"insert":" 's ability is in the deck. There's even 6 "},{"insert":{"card-link":"Curiosity"}},{"insert":" effects and with 30 total draw effects I'm sure to hit one relatively quickly. \n\nI've also elected to remove my ramp package. I have slowly been reducing the ramp package and Sol Ring had been in and out of the deck over time, and when I got down to 4 pieces of ramp I decided to just remove all of it in favor of a couple more lands and some more draw. I have predictable ramp in the command zone, and I think intentionally slowing the early turns of mana really emphasizes the importance of determining when it's safe to get Malcolm onto the battlefield, because you aren't going to be able to immediately replay him if he get's countered or destroyed.\n\nThe protection, interaction, and removal package is almost exclusively focused on being used as protection against my stuff being countered or removed, interacting with things that are detrimental to my plan or stop me from further being able to interact with opponent's win attempts, and removing problematic permanents that prevent me from doing what I want to do. They are so much more useful to this deck's plan to save them to use on your own things than to stop your opponent from playing something that ultimately isn't making you lose the game right then and there, and that's why so many of them are modal, or can target my own permanents in the case of "},{"insert":{"card-link":"Get Out"}},{"insert":" returning Curiosity to my hand so I don't deck myself while storming off. \n\nI'm down to 1 extra turn spell from 3. I think the "},{"insert":{"card-link":"Last Chance"}},{"insert":" style of extra turn spells is perfect for bracket 2, and I'll probably run "},{"insert":{"card-link":"Alchemist's Gambit"}},{"insert":" over Sol Ring.\n\nOverall I expect wins should come around a respectable time and not blow anyone out of the water. I expect losses to come from lucky players and decks with lots of removal and repeatable removal, as I don't have things like "},{"insert":{"card-link":"Swiftfoot Boots"}},{"insert":" to permanently protect Malcolm, I have to spend mana in order to do so, making it more difficult but also interesting and why I have the deck built the way it is. \n\nIt also just so happens to be my birthday the day I made these most recent changes and wrote up this primer here for it.\n\nP.S. I reaaaaaaaally want to run "},{"insert":{"card-link":"Haze of Rage"}},{"insert":" in this... if you made it all the way down here, leave me a comment if you think I should run Haze of Rage. It is a 5 card infinite in this deck, and helps enable the commander damage kill through protection with Alchemist's Gambit.\n"}]}
Commander
Malcolm, Keen-Eyed Navigator
Flying
Whenever one or more Pirates you control deal damage to your opponents, you create a Treasure token for each opponent dealt damage. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Partner (You can have two commanders if both have partner.)
Whenever one or more Pirates you control deal damage to your opponents, you create a Treasure token for each opponent dealt damage. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Partner (You can have two commanders if both have partner.)
Legendary Creature - Pirate Siren

Commander
(CTRL to add secondary)
Anti-protection
Alchemist's Gambit
Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)
Take an extra turn after this one. During that turn, damage can't be prevented. [At the beginning of that turn's end step, you lose the game.]
Exile Alchemist's Gambit.
Take an extra turn after this one. During that turn, damage can't be prevented. [At the beginning of that turn's end step, you lose the game.]
Exile Alchemist's Gambit.
Sorcery

Anti-protection
(CTRL to add secondary)
Curiosity Effects
Breeches, Brazen Plunderer
Menace
Whenever one or more Pirates you control deal damage to your opponents, exile the top card of each of those opponents' libraries. You may play those cards this turn, and you may spend mana as though it were mana of any color to cast those spells.
Partner (You can have two commanders if both have partner.)
Whenever one or more Pirates you control deal damage to your opponents, exile the top card of each of those opponents' libraries. You may play those cards this turn, and you may spend mana as though it were mana of any color to cast those spells.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Goblin Pirate

Tandem Lookout
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)
As long as Tandem Lookout is paired with another creature, each of those creatures has "Whenever this creature deals damage to an opponent, draw a card."
As long as Tandem Lookout is paired with another creature, each of those creatures has "Whenever this creature deals damage to an opponent, draw a card."
Creature - Human Scout

Curiosity Effects
(CTRL to add secondary)
Draw
Artist's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever you cast a noncreature spell, you may discard a card. If you do, draw a card.
: Level 2
Noncreature spells you cast cost less to cast.
: Level 3
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
Whenever you cast a noncreature spell, you may discard a card. If you do, draw a card.
: Level 2
Noncreature spells you cast cost less to cast.
: Level 3
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
Enchantment - Class

Consult the Star Charts
Kicker (You may pay an additional as you cast this spell.)
Look at the top X cards of your library, where X is the number of lands you control. Put one of those cards into your hand. If this spell was kicked, put two of those cards into your hand instead. Put the rest on the bottom of your library in a random order.
Look at the top X cards of your library, where X is the number of lands you control. Put one of those cards into your hand. If this spell was kicked, put two of those cards into your hand instead. Put the rest on the bottom of your library in a random order.
Instant

Flow State
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. If there is an instant card and a sorcery card in your graveyard, instead put two of them into your hand and the rest on the bottom of your library in any order.
Sorcery

Malcolm, Alluring Scoundrel
Flash
Flying
Whenever Malcolm deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
Flying
Whenever Malcolm deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
Legendary Creature - Pirate Siren

Sazacap's Brew
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
As an additional cost to cast this spell, discard a card.
Target player draws two cards. If the gift was promised, target creature you control gets +2/+0 until end of turn.
As an additional cost to cast this spell, discard a card.
Target player draws two cards. If the gift was promised, target creature you control gets +2/+0 until end of turn.
Instant

Draw
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Protection
Protection
(CTRL to add secondary)
Removal
Amphibian Downpour
Flash
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Enchantment - Aura

Kitesail Larcenist
Flying, ward
When this creature enters, for each player, choose up to one other target artifact or creature that player controls. For as long as this creature remains on the battlefield, the chosen permanents become Treasure artifacts with ", Sacrifice this artifact: Add one mana of any color" and lose all other abilities.
When this creature enters, for each player, choose up to one other target artifact or creature that player controls. For as long as this creature remains on the battlefield, the chosen permanents become Treasure artifacts with ", Sacrifice this artifact: Add one mana of any color" and lose all other abilities.
Creature - Human Pirate

Removal
(CTRL to add secondary)
Type Changer
Leyline of Transformation
If this card is in your opening hand, you may begin the game with it on the battlefield.
As this enchantment enters, choose a creature type.
Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
As this enchantment enters, choose a creature type.
Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
Enchantment

Type Changer
(CTRL to add secondary)
Wannabe Pirates
Vivi Ornitier
: Add X mana in any combination of and/or , where X is Vivi Ornitier's power. Activate only during your turn and only once each turn.
Whenever you cast a noncreature spell, put a +1/+1 counter on Vivi Ornitier and it deals 1 damage to each opponent.
Whenever you cast a noncreature spell, put a +1/+1 counter on Vivi Ornitier and it deals 1 damage to each opponent.
Legendary Creature - Wizard

Wannabe Pirates
(CTRL to add secondary)
Maybeboard
The Emperor of Palamecia
: Add or . Spend this mana only to cast a noncreature spell.
Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on The Emperor of Palamecia. Then if it has three or more +1/+1 counters on it, transform it.
Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on The Emperor of Palamecia. Then if it has three or more +1/+1 counters on it, transform it.
Legendary Creature - Human Wizard Noble


Weftstalker Ardent
Whenever another creature or artifact you control enters, this creature deals 1 damage to each opponent.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Artificer Drix

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Current evolution of my favorite deck. Originally starting as a "},{"insert":{"card-link":"Malcolm, Keen-Eyed Navigator"}},{"insert":" /"},{"insert":{"card-link":"Breeches, Brazen Plunderer"}},{"insert":" 2 card infinite $50 deck, it's now an infiniteless (minus my pet card of "},{"insert":{"card-link":"Haze of Rage"}},{"insert":" which I can voluntarily just not cast or slot out for a game if the vibe isn't right for it) spellslinger deck that still wins in a similar ways that existed in my old build, just without any of the artifact etb pingers, as that consistently seemed to be a common thing that would make it feel or look like a Gamechanger-less Bracket 3 deck, rather than an actual Bracket 2. \n\nThe decision to run only non-creature spell pingers originally stemmed from running "},{"insert":{"card-link":"Crown of Flames"}},{"insert":" and "},{"insert":{"card-link":"Shimmering Wings"}},{"insert":" , but the restriction still holds fine here and I don't think I need to put in the instant/sorcery pingers, especially after adding in (and considering replacing "},{"insert":{"card-link":"Kediss, Emberclaw Familiar"}},{"insert":" as partner with...) "},{"insert":{"card-link":"Breeches, Brazen Plunderer"}},{"insert":" back into the deck after a couple years, which could let me use other player's non-creature spells to continue the non-pirates that are pirates, slinging and pinging nonesense. \n\nI've also decided to remove the tutor package since I don't really think it's necessary with how redundant everything except "},{"insert":{"card-link":"Malcolm, Keen-Eyed Navigator"}},{"insert":" 's ability is in the deck. There's even 6 "},{"insert":{"card-link":"Curiosity"}},{"insert":" effects and with 30 total draw effects I'm sure to hit one relatively quickly. \n\nI've also elected to remove my ramp package. I have slowly been reducing the ramp package and Sol Ring had been in and out of the deck over time, and when I got down to 4 pieces of ramp I decided to just remove all of it in favor of a couple more lands and some more draw. I have predictable ramp in the command zone, and I think intentionally slowing the early turns of mana really emphasizes the importance of determining when it's safe to get Malcolm onto the battlefield, because you aren't going to be able to immediately replay him if he get's countered or destroyed.\n\nThe protection, interaction, and removal package is almost exclusively focused on being used as protection against my stuff being countered or removed, interacting with things that are detrimental to my plan or stop me from further being able to interact with opponent's win attempts, and removing problematic permanents that prevent me from doing what I want to do. They are so much more useful to this deck's plan to save them to use on your own things than to stop your opponent from playing something that ultimately isn't making you lose the game right then and there, and that's why so many of them are modal, or can target my own permanents in the case of "},{"insert":{"card-link":"Get Out"}},{"insert":" returning Curiosity to my hand so I don't deck myself while storming off. \n\nI'm down to 1 extra turn spell from 3. I think the "},{"insert":{"card-link":"Last Chance"}},{"insert":" style of extra turn spells is perfect for bracket 2, and I'll probably run "},{"insert":{"card-link":"Alchemist's Gambit"}},{"insert":" over Sol Ring.\n\nOverall I expect wins should come around a respectable time and not blow anyone out of the water. I expect losses to come from lucky players and decks with lots of removal and repeatable removal, as I don't have things like "},{"insert":{"card-link":"Swiftfoot Boots"}},{"insert":" to permanently protect Malcolm, I have to spend mana in order to do so, making it more difficult but also interesting and why I have the deck built the way it is. \n\nIt also just so happens to be my birthday the day I made these most recent changes and wrote up this primer here for it.\n\nP.S. I reaaaaaaaally want to run "},{"insert":{"card-link":"Haze of Rage"}},{"insert":" in this... if you made it all the way down here, leave me a comment if you think I should run Haze of Rage. It is a 5 card infinite in this deck, and helps enable the commander damage kill through protection with Alchemist's Gambit.\n"}]}


































































































