The Pirate Set
The Pirate Set by HijackAttack
75 cards in Multiverse
34 commons, 28 uncommons, 13 rares
17 white, 13 blue, 11 black, 11 red,
10 green, 2 multicolour, 10 artifact, 1 land
15 comments total
gold counters. gold countersss
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Nonland permanents you control gain "
: This permanent deals 3 damage to target creature or player" until end of turn.

"Roll out the cannons. Let's see how mighty their fleet looks after a few vollies."
Tap an untapped Treasure you control: Draw a card.
1/3
Stalwart — At the beginning of your end step, if Combat Cleric is untapped, you gain 2 life.
2/1
Activated abilities cost
more to activate unless they're mana abilities.

"It's a lot easier to smuggle something through some backwater dump than a heavily guarded port city."
-- Tyl, Pirate Captain
-- Tyl, Pirate Captain
3/3
Scoundrel gets +1/+0 as long as you control a Treasure.
Remove a gold counter from a Treasure you control: Scoundrel gains first strike until end of turn.
Remove a gold counter from a Treasure you control: Scoundrel gains first strike until end of turn.
3/2
Recent comments: (all recent activity)
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Reminds me of Flame Fusillade and Furystoke Giant.
Eh, seems like a pretty boring way to win the game. At least Soulblast has style in that it's devastating if countered.
EDIT: Also looks comparable with Burn at the Stake.
Yowzers. Still, it costs 7; so it's allowed to be "You control 7 things? Win the game".
Considering how powerful Ondu War Cleric was in draft this looks incredibly strong. It gives you 2 life the turn it enters the battlefield and is excellent in board stalls.
All the Domination cards are being moved to the second set. I don't think the set needs them as is.
Yeah, but back then they were still experimenting as to how exactly red looting should work. They have been very consistent since return to ravnica that red looting can't turn into advantage beyond that turn, and if even mythics like Sarkhan, the Dragonspeaker and Daretti, Scrap Savant bow to that rule, there is no reason this shouldn't.
Well. I'm not sure I'd state that as an absolute. Dangerous Wager works as Inspiration if you're hellbent, and that was the same set as Mad Prophet.
Red looting must be worded so it can't become a cantrip: "You may discard a card. if you do, draw a card."
Oh, alright. Thanks. Card errata'd to "Target spell or permanent you control can't be the target of spells or abilities until end of turn."
Spells can have hexproof too: for example, if you play a Slippery Bogle, it has hexproof on the stack while it's a spell. However, the rules do not give any special privilege to hexproof on a spell, only to hexproof on a permanent or player. So granting that ability to a spell won't do anything useful.
Spells can have lifelink, so why not hexproof? It works in theory.