Yay, Pirate tribal! It's nice to find this just before I was going to make a multiplayer version. While they might not be the best in general, Pirates seem like a good multiplayer tribe at the least. Anyways
With no fetches to shuffle away, I'd seriously consider Impulse over Brainstorm. Not to mention it gets around Chalice @1, where I assume it's going to be set most commonly. You don't get to put back junk, but that junk you'd just have to draw through again over your next turn or two anyways.
In general, I feel that the Stax-type shell will do you better. Your creatures will get there just fine across an empty board if they can't do anything but flounder trying to keep their lands in play. As such, I'd be wont to suggest -2 Jitte, -1 Boomerang (Or a Hoodwink if you think you can produce the UU easily enough) for +3 Chrome Mox. Such can give you a T1 Trinisphere or Cutpurse if you hit a double land, or if not, still be able to drop the Chalice at 1 before you opp gets a chance to play.
Definitely wants atleast 1-2 Ports. I'd play such over a Mutavault to give you that extra turn's worth of stalling holding them off from 3 mana while under a Trinisphere.
In the few games I've played, Wasteland has hurt a lot, setting this deck back two mana, which left me stuck with higher CC Pirates in hand because I'd wanted to let the little guys kill permanents when they had the opportunity to.
Just some thoughts
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Currently Playing: Legacy: BWG Dark Horizons UWB Esper Stoneblade GUB Lands BGB (Pact) Spanish Inquisition
EDH: BGWKarador, Spirit Warmage
Ok, So my buddy didn't like the build that I proposed and played it closer to the Build in my updated OP. There was only 8 people that showed up for Legacy this past friday, so it was a perfect time to try it out... Yeah, he went 1-2.
I don't think it had enough Engines/Synergy. It was inconsistent at best.
So I went back to the drawing board and adopted more of a Stompy build, and convinced (pointed out that he needed more engines/disruption) my friend to change it up some. Next time he uses it it will look very close to this:
Dropped fetches - too much loss of life coupled with Tombs
Added Smokestack: good engine and pseudo-Pirate effects Talas Warrior over Vendilion Clique- Better 3 drop evasive blue creature out there? (pick your poison)
SoBaM/SoFI over jittes... again more engines and don't decrease efficiency with 3sphere active.
Wasteland/Crucible engine over Ports
Chalice/3sphere over chant sticks/boomerang sticks
Added JTMS and Parallax tide to strengthen disruption...
I have an ankh tide deck that I'm working on, I think it could be competitive in the right meta. It's extremely fun to play because of the myriad strategies the deck can pursue based on it's initial hand/opponents moves.
I'm a little skeptical about the pirates worth. The deck can really pursue two main strategies with parallax tide. Either it can repeatedly play the parallax tide and bounce it to keep you out of land and taking damage from ankh of mishra or it can use bounce tricks to remove four or five of your land from the game and then keep you pinned with a boomerang scepter and whittle you down with creatures. I'm thinking of making a few changes to the deck. First, taking out the creatures and putting in jace (lol right) as the alternate win con. Then throwing in a couple withdraws for more aggro defense and a couple intuitions for some digging power.
A second or third turn tide is quite common with this set up and pretty much ruins combo and control decks unless it's successfully countered. Enchantment removal isn't really a problem because they would have had to leave the mana open to krosan grip it the turn before.
The deck's main issues I've found so far are with elves and other heavy aggro decks. Artifact mana sources aren't really a problem, they're just great boomerang targets.