I’ve sort of being looking forward to this, but there’s a problem. There just isn’t anything that would make a pirates deck better. I mean, there’s a couple of really strong Pirates. I like [scryfall]Warsail Marauder[/scryfall] and [scryfall]Dire Fleet Daredevil[/scryfall], but they both have problems. The Marauder’s ability just doesn’t do much, if all creatures you control already have evasion, and Daredevil is of the wrong color.
Then I realized, there actually is a great one… in certain situations. [scryfall]Dire Fleet Poisoner[/scryfall] is pretty good with two powered Menace-creatures. You know, the ones produced by [scryfall]Fathom Fleet Captain[/scryfall] for example.
The thing about pirates is that they don’t actually need that many pirates to function. They are not like Merfolk in Modern, where you need a critical mass of them to make them work. You just need that one. This means we can bring in certain, krhm, honorary pirates.
And honestly, I have a hard time figuring out where to even put the Poisoner.
[deck]
[creatures]
4 Siren Stormtamer
4 Glint-Sleeve Siphoner
4 Fathom Fleet Captain
4 Kitesail Freebooter
4 Dire Fleet Poisoner
3 Deadeye Tormentor
4 Hostage Taker
[/creatures]
[spells]
4 Fatal Push
4 Siren’s Lookout
3 Chart a Course
[/spells]
[lands]
4 Drowned Catacomb
4 Aether Hub
4 Fetid Pools
5 Swamp
5 Island
[/lands]
[/deck]
It’s a sad state of affairs, when I can’t really find a use for any other pirate from these colors in the set. And again, even this is stretching it.
Of course I completely forgot [card]Unclaimed Territory[/card] here. It isn’t going to be as good here as it is in the Merfolk deck.