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Every year Wizards of the Coast comes up with some fantastic faux product for April Fool’s Day. Last year Wizards made some big waves with Duel Decks: Pirates vs. Ninjas. I remember walking in to Armada games that Friday and being greeted by the news that “WotC is making a new duel deck that has Watery Grave, Tropical Island and Island of Wak-Wak in it!” Needless to say, several of the gamers had missed the boat, so to speak, regarding the whole April Fools aspect. I really like the potential fun for such a Duel Deck and I think it’s about time for an EDH version of pirates!
As is the case with all of my EDH decks, we start off by picking a general. We want to be as close to the original as possible, which means we want a four color deck and a four color general. The original deck described Ramirez DePietro leading the pirates into battle, but unfortunately the rules of EDH won’t quite permit that. Instead, we need to try and find a general which fits our colors and still has something of a pirate theme.
There are precisely zero four color legends. That forces us to either abandon a color (not nearly as fun), or jump to five colors. I choose to jump to five colors and pick up all sorts of other fun cards in the process. For my general (which I might remind you is mostly for show in this deck), I selected Progenitus. Really none of the five color generals fit the pirate theme and the artwork on Progenitus is a giant hydra! Giant sea monster looking creatures are hard to come by, and what better to represent the scourge of the seas than an essentially un-killable beast! Take that ninjas!
With the general now out of the way, let’s take a look at the original deck and see what we can salvage.
I want to try and stay as close to the spirit of the original deck as possible. Unfortunately, there are a few things we will need to get rid of, namely the unglued/unhinged cards. Toy Boat, Loose Lips, and Carnivorous Death Parrot have all got to go, as does Double Cross. Fortunately, in their place we can add Talas Air Ship, Talas Merchant, Talas Researcher, and Ghost Ship, three cards which have been errata’ed recently to become pirates, and a fourth that’s just bad ass.
This brings our total of cards up to sixty-one cards, including Progenitus of course. One big issue though, is the distinct lack of lands. The original list WotC put forth only had sixteen lands, and only one island. Notice that a lot of the ship themed cards require us to have Islands in play at the time. A major overhaul of the land base is in order if we want this deck to be remotely playable.
I feel like somewhere in the neighborhood of thirty-nine lands is appropriate for this deck. This means adding in twenty-three lands, which brings out total to eighty-four, giving us sixteen slots to play around with. It’s important to me that we find the most fun and amusing eighteen cards to toss in our pirate themed shenanigan pile!
There are a few creatures we can add in immediately. Dwarven Sea Clan and Red Cliffs Armada are both sea-faring creatures who would happily join our pirate raiding crew! Additionally, Inkfathom Divers would be of great assistance looking for treasure, or perhaps planning sneak attacks. Merfolk Looter and Cephalid Looter are both fans of looting, something key to the pirate mentality.
Any good ship also needs some direction, which is why Hanna, Ship’s Navigator also makes the cut. Hanna of course needs an Explorer’s Scope to help find her way. When heading Into the Roil it’s important to be able to protect yourself. While Doom Cannon certainly sounds threatening I can’t help but feel a Fodder Cannon is also called for, though it’s ultimately the discretion of the captain, who might have a special Captain’s Maneuver in mind.
There are of course many dangers at sea, no matter how skilled the crew. You could always Capsize, fight a Deep-Sea Kraken, or just wind up as part of the Sea Floor Debris. In order to keep from having the Mark of Mutiny stamped on their head a good captain will take time to relax at a refuge (Jwar Isle Refuge). Every refuge of ill repute has busty wenches of course, which make you want to replicate (Riptide Replicator, because you can’t Pillage all the time)! Once the relaxation is over it’s time to herald your way back to sea (Brass Herald), and offer a paean to the god of the tides himself Lorthos, the Tidemaker!
Having now worked our way up to the appropriate number of cards, and in story fashion no less, we need to focus on the mana base a little bit. We’ve already got sixteen lands down, we need twenty-one more.
There are a few obligatory inclusions. Underground Sea, Volcanic Island, Flooded Strand, and Polluted Delta all feel like they should go in the deck. In addition to being water/island themed they help us get some much needed color stabilizing. Bad River has a picture of a buzzard eating carrion, that’s about as hardcore and pirate as a land can get!
There need to be more pure islands in the deck, non-basic land hate is pretty strong in my area. Six more islands are sufficient. This gives us lands to fetch using the fetch lands and also allows us to literally sail the seven seas. I’m ok with allowing Reflecting Pool in the deck, but only if we include Undiscovered Paradise as well. We need another eight lands, and ideally ones that tap for multiple colors, or allow us access to the other lands in the deck. Wanderwine Hub gives us access to some much needed white mana, as will Vivid Creek. Yavimaya Coast and Shivan Reef both help greatly in keeping with a nautical theme and filtering in those extra colors. Both Rhystic Cave and Dromar’s Cavern also tap for multiple colors while also keeping in theme as well. Don’t forget that the Cave lets you turn on Reflecting Pool for any color!
Even the most scurvy of pirates needs a break every once in a while. As a vacation spot I am including a Swamp and a plains for our pirates to raze and pillage while they take a break from their usual jobs of razing and pillaging. That brings us to a hundred cards exactly, just what we need for our final list chock full of kick-assery.
To quote the author Maddox, “This deck is so full of ass-kickery they’ll have to import colons just to meet quota.” Everything pirate just happens to be amazing and this deck does not deviate. Look forward to next week when I bring you their shadowy counterparts the ninja. There are those who might say that ninjas are the better of the two, and EDH can be our testing grounds!
Until next time this is Ben McDole reminding you “Arrrrh, give me your booty!” …err giving you a hundred reasons to play magic!
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I would love to play this deck, then tell the story of a pirate crew venturing through the seven seas in search for adventure. I would totally play story teller every one of my EDH games. Thank you for the excuse and the example, fantastic article.
It’s a surprisingly fun deck to play. I tried to go as nautical themed as possible. Cards like Tundra would really help the mana base, but I didn’t include them because quite frankly pirates wouldn’t be caught dead in the frozen wastelands.
Sort of related… does anyone remember the Pirates deck that was legal a few years ago in Extended? I just remember Rishadan Port and Cutpurses and what not — If anyone knows what I’m talking about and where to find it I’d love to know. I’m dying to proxy it back up and laugh hysterically at the brokenness.
I remember:
4 Rishadan Cutpurse
3 Rishadan Footpad
3 Waterfront Bouncer
Creatures [10]
3 Ankh of Mishra
3 Chrome Mox
4 Counterspell
3 Cunning Wish
3 Deep Analysis
4 Parallax Tide
4 Powder Keg
3 Stifle
3 Vedalken Shackles
Spells [30]
1 Dust Bowl
15 Island
4 Rishadan Port
Lands [20]
SIDEBOARD
1 Capsize
4 Chill
3 Energy Flux
3 Gilded Drake
1 Hibernation
1 Intuition
1 Rebuild
1 Stifle