This is a deck that me and a friend are making, cause he loves the pirates, but I have a competative Meta, so we need to make it halfway decent. I'm thinking Stompy or Stax shell.
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
~ Rith
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Currently Playing: Legacy: BWG Dark Horizons UWB Esper Stoneblade GUB Lands BGB (Pact) Spanish Inquisition
EDH: BGWKarador, Spirit Warmage
Thanks for the suggestions everyone! I talked to him and he wants to put Isochron Scepter in it. I do Agree it needs more counter. I will discuss with him and add an updated list to the OP.
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:
Card Choices:
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...
My real dilemma, I'm not a Staxx nor Stompy player, what would be better in the Instant Slots in this build?:
3-4 Hoodwink or 3-4 Boomerang or 2-4 Wipe Away or 4 Force of Will?
And no, I don't know if FoW is the best option main deck here. With an active 3sphere, FoW is a dead card almost... maybe not dead, but "counterintuitive"
I agree with this statement. I do like the Phyrexian one a lot more than the Mirran one, but I think I'll stick with my "What Color Would You Like Me To Beat You With Today?" and "T That Ass" shirts.
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.
Here is my revamped deck for critique:
4 Rishadan Footpad
4 Rishadan Cutpurse
3 Talas Warrior
Artifacts
3 Mox Diamond
3 Trinisphere
3 Smokestack
2 Crucible of Worlds
4 Chalice of the Void
2 Sword of Fire and Ice
1 Sword of Body and Mind
3 Parallax Tide
Instants
3 Hoodwink
Planeswalkers
2 Jace, The Mind Sculptor
Lands
4 Ancient Tomb
2 City of Traitors
2 Wasteland
16 Island
4 Propaganda
1 Tabernacle of Pendrel Vale
2 Expedition Map
3 Merfolk Assasin
3 Hydroblast
2 Wipe Away
First update:
Ok, after reading the posts and getting feedback from my friend, i came up with this:
A more Control-esque Version
4 Rishadan Cutpurse
4 Rishadan Footpad
1 Clone
Artifacts
2 Umezawa's Jitte
2 Ankh of Mishra
2 Isochron Scepter
3 Chrome Mox
Instants
4 Hoodwink
2 Boomerang
4 Force of Will
3 Counterspell
4 Parallax Tide
3 Propaganda
Planeswalker
2 Jace, The Mind Sculptor
Land
4 Rishadan Port
3 City of Traitors
3 Wasteland
11 Island
4 Stifle
4 Chalice of the Void
3 Threads of Disloyalty
4 Spell Pierce
OP:
This is a deck that me and a friend are making, cause he loves the pirates, but I have a competative Meta, so we need to make it halfway decent. I'm thinking Stompy or Stax shell.
4 Rishadan Cutpurse
4 Rishadan Footpad
4 Rishadan Brigand
3 Renegade Doppelganger
Artifacts
4 Trinisphere
4 Chalice of the Void
2 Umezawa's Jitte
Instants
4 Hoodwink
2 Boomerang
4 Stifle
4 Brainstorm
2 Jace, The Mind Sculptor
Land
3 Ancient Tomb
4 City of Traitors
1 Mutavault
11 Island
4 Propaganda
2 Vedalken Shackles
3 Merfolk Assassin
3 Tormod's Crypt
3 Hydroblast
Thank you mchief111, great sig
Lvl 37 Planeswalker
Current:
Legacy:
:symu::symb::symr::symw::symg: TES | Spiral Tide | MUD | :symu::symb::symg: Lands | Burn | :symr::symbg: Goblins | Elf Combo
Vintage:
:symb::symu: Titan Dredge | :symb::symu::symw: Bomberman
Modern:
:symu::symr: Kiki-Twin | :symr::symg: Tron
Standard:
Wip
EDH:
:symb::symu::symw: Zur
Credit to DolZero for this awesome sig!
deck needs more counterspells imo. drop the 5 mana pirate for FoW or something.
Top4 PTQ 8/11/13
11th GP Louisville.
TES
mario91234 on MTGO and Twitch
Also Crystal Shard is probably very strong in this deck.
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
~ Rith
BWG Dark Horizons
UWB Esper Stoneblade
GUB Lands
BGB (Pact) Spanish Inquisition
EDH:
BGW Karador, Spirit Warmage
Thank you mchief111, great sig
Lvl 37 Planeswalker
Current:
Legacy:
:symu::symb::symr::symw::symg: TES | Spiral Tide | MUD | :symu::symb::symg: Lands | Burn | :symr::symbg: Goblins | Elf Combo
Vintage:
:symb::symu: Titan Dredge | :symb::symu::symw: Bomberman
Modern:
:symu::symr: Kiki-Twin | :symr::symg: Tron
Standard:
Wip
EDH:
:symb::symu::symw: Zur
Thank you mchief111, great sig
Lvl 37 Planeswalker
Current:
Legacy:
:symu::symb::symr::symw::symg: TES | Spiral Tide | MUD | :symu::symb::symg: Lands | Burn | :symr::symbg: Goblins | Elf Combo
Vintage:
:symb::symu: Titan Dredge | :symb::symu::symw: Bomberman
Modern:
:symu::symr: Kiki-Twin | :symr::symg: Tron
Standard:
Wip
EDH:
:symb::symu::symw: Zur
"]Trade list[/URL]
His Build, that he tweaked- at the last moment:
4 Rishadan Cutpurse
4 Rishadan Footpad
2 Vendilion Clique
Artifacts
3 Isochron Scepter
3 Mox Diamond
2 Umezawa's Jitte
Instants
2 Enlightened Tutor
4 Force of Will
3 Stifle
4 Brainstorm
4 Boomerang
3 Hoodwink
4 Flooded Strand
2 Marsh Flats
1 Tundra
1 Plains
4 Ancient Tomb
3 Rishadan Port
7 Island
4 Propaganda
1 Chill
4 Swords To Plowshares
1 Enlightened tutor
3 Orim's Chant
1 Tormod's Crypt
1 Pithing Needle
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:
4 Rishadan Footpad
4 Rishadan Cutpurse
3 Talas Warrior
Artifacts
3 Mox Diamond
3 Trinisphere
3 Smokestack
2 Crucible of Worlds
4 Chalice of the Void
2 Sword of Fire and Ice
1 Sword of Body and Mind
3 Parallax Tide
Instants
3 Hoodwink
Planeswalkers
2 Jace, The Mind Sculptor
Lands
4 Ancient Tomb
2 City of Traitors
2 Wasteland
16 Island
4 Propaganda
1 Tabernacle of Pendrel Vale
2 Expedition Map
3 Merfolk Assasin
3 Hydroblast
2 Wipe Away
Card Choices:
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...
My real dilemma, I'm not a Staxx nor Stompy player, what would be better in the Instant Slots in this build?:
3-4 Hoodwink or 3-4 Boomerang or 2-4 Wipe Away or 4 Force of Will?
And no, I don't know if FoW is the best option main deck here. With an active 3sphere, FoW is a dead card almost... maybe not dead, but "counterintuitive"
*updated OP... again*
Thank you mchief111, great sig
Lvl 37 Planeswalker
Current:
Legacy:
:symu::symb::symr::symw::symg: TES | Spiral Tide | MUD | :symu::symb::symg: Lands | Burn | :symr::symbg: Goblins | Elf Combo
Vintage:
:symb::symu: Titan Dredge | :symb::symu::symw: Bomberman
Modern:
:symu::symr: Kiki-Twin | :symr::symg: Tron
Standard:
Wip
EDH:
:symb::symu::symw: Zur
-1 Sword of Body and Mind
+1 Trinisphere
+1 Umezawa's Jitte
DON'T play Force of Will, anti-synergy with 3-Sphere. Also, consider Repulse, cantrips and costs 3 (what you are looking for.)
Also, you should probably cut Wasteland or something else for 2 more City.
EDIT: Also, I'm not sure about the Talas Warrior. His double U cost isn't very great for the deck.
most broken standard deck ever http://forums.mtgsalvation.com/showthread.php?t=268050
4 ankh of mishra
4 isochron scepter
4 chrome mox
4 boomerang
4 hoodwink
4 accumulated knowledge
2 rishadan footpad
4 daze
4 ancient tomb
4 rishadan port
14 island
4 propaganda
2 chill
2 blue elemental blast
2 arcane laboratory
2 morphling
4 force of will
1 withdraw
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.
"]Trade list[/URL]