The Pirate Set
The Pirate Set: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
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Showing all 75 cards
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Tap an untapped Treasure you control: You gain life equal to the number of gold counters on that Treasure.
"Gold brings wealth. Wealth brings housing, food, and comfort. These in turn bring happiness."
1/3
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Stalwart — Creatures you control get +1/+1 as long as Anthem Bearer is untapped.
Anthem bearers head the navy's more ambitious execursions into lawless waters.
1/1
Stalwart — At the beginning of your end step, if Combat Cleric is untapped, you gain 2 life.
2/1

The navy's harrier ships patrol the channels of trade, capturing any pirate vessel they encounter.
2/3
Stalwart — Creatures you control have first strike as long as Ivala Mentor is untapped.
3/1
Vigilance
: Untap another target creature you control.

2/2
Stalwart — At the beginning of your end step, if Ivala Recruiter is untapped, put a 1/1 white Soldier creature token onto the battlefield.
3/3
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


2/2
Enchant creature
When Naval Mantra enters the battlefield, draw a card.
Enchanted creature gets +1/+1 and has vigilance.
When Naval Mantra enters the battlefield, draw a card.
Enchanted creature gets +1/+1 and has vigilance.
Vigilance
At the beginning of your upkeep, put a 1/1 white Soldier creature token into play.
Tap six untapped Soldier creatures you control: Exile target attacking or blocking creatures.
At the beginning of your upkeep, put a 1/1 white Soldier creature token into play.
Tap six untapped Soldier creatures you control: Exile target attacking or blocking creatures.
3/4
First strike, lifelink
Whenever Navy Elite blocks or becomes blocked by a creature with first strike or double strike, that creature loses that ability until end of turn.
Whenever Navy Elite blocks or becomes blocked by a creature with first strike or double strike, that creature loses that ability until end of turn.
2/2
Put three 1/1 white Soldier creature tokens onto the battlefield. If an opponent controls a Pirate or a Treasure, put four of those tokens onto the battlefield instead.



1/3
As an additional cost to cast Opulent Judgement, exile a Treasure you control.
Exile target creature.
Exile target creature.
When Salvager Initiate enters the battlefield, you may pay
. If you do, return target Treasure card with converted mana cost X or less from your graveyard to the battlefield.

2/1
Stalwart — Creatures you control get +0/+2 as long as Warden of the Walls is untapped.
1/3


4/3
Hexproof
Looting (Whenever this creature deals combat damage to an opponent, you may draw a card, then discard a card.)
Whenever you discard a card, you may untap target permanent.
Looting (Whenever this creature deals combat damage to an opponent, you may draw a card, then discard a card.)
Whenever you discard a card, you may untap target permanent.
2/1
Flash, protection from wizards
When Irigur Gastroven, Magehunter enters the battlefield, tap target creature. It doesn't untap during its controller's untap step for as long as you control Irigur.

: Return Irigur to its owner's hand.
When Irigur Gastroven, Magehunter enters the battlefield, tap target creature. It doesn't untap during its controller's untap step for as long as you control Irigur.


"A bounty hunter? The School sent a bounty hunter after me?"
-- Anesthos Levith, Rogue Magus
-- Anesthos Levith, Rogue Magus
3/2
When Ivala Appraiser enters the battlefield, you may put two gold counters on a Treasure you control.
1/3
Tap an untapped Treasure you control: Draw a card.
1/3

"I can get you anywhere, even places where the navy doesn't want you to go. Especially places where the navy doesn't want you to go."
2/1
Exile target creature card from a graveyard. Put a token onto the battlefield that's a copy of that creature, except that it has "whenever this creature becomes a target of a spell or ability, sacrifice it" and it is a blue Illusion in addition to its other colors and types.
As an additional cost to cast Sell Off, sacrifice a Treasure.
Draw X cards, where X was the number of gold counters on that Treasure.
Draw X cards, where X was the number of gold counters on that Treasure.


2/3
Islandwalk
Krakens prowl the open ocean, making travel through illegal channels dangerous. Pirates are usually the only ones brave enough to attempt the trip.
6/5
Draw three cards, then discard two cards unless you discard an artifact card.
Tyl and her crew hunt for the Archive of the Tower Sphinx, a legendary library said to contain all knowledge found on Ushla.
When Tyl's Helmsman enters the battlefield, reveal the top four cards of your library. Put all Pirate cards revealed this way into your hand and the rest into your graveyard.
1/1
Looting (Whenever this creature deals combat damage to an opponent, you may draw a card, then discard a card.)
2/2
Tap an untapped Treasure you control: Each player loses 1 life for each gold counter on that Treasure.
2/1
As an additional cost to cast Domor Mercenary, remove two gold couters from a Treasure you control.
Domor Mercenary can't attack or block unless you remove a gold counter from a Treasure you control. (The cost is paid as attackers or blockers are declared.)
Domor Mercenary can't attack or block unless you remove a gold counter from a Treasure you control. (The cost is paid as attackers or blockers are declared.)
4/4
When Drak's Herald dies, put three 2/2 black Zombie Pirate creature tokens onto the battlefield.
Entire settlements have been deserted at the mere sight of one of these vessels.
3/5
Return target creature from your graveyard to the battlefield. If that creature is a Pirate, put two +1/+1 counters on it.
Serpents prowl Ushla's deeper waters, eagerly devouring any ship they come across.
6/5
Whenever Gold Transport becomes tapped, you may put a gold counter on each Treasure you control.
3/4
Return target creature card from a graveyard to the battlefield tapped. That creature doesn't untap during your next untap step.
Deathtouch
Looting (Whenever this creature deals combat damage to an opponent, you may draw a card, then discard a card.)
Whenever you discard a card, target opponent loses 1 life and you gain 1 life.
Looting (Whenever this creature deals combat damage to an opponent, you may draw a card, then discard a card.)
Whenever you discard a card, target opponent loses 1 life and you gain 1 life.
2/1
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
Deathtouch
Looting (Whenever this creature deals combat damage to an opponent, you may draw a card, then discard a card.)
Looting (Whenever this creature deals combat damage to an opponent, you may draw a card, then discard a card.)
1/1
When Treasure Delver dies, you may search your library for a Treasure card, reveal it, and put it into your hand. Then, shuffle your library.
He thought his quarry more valuable than life itself.
2/1
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."
Anesthos Levith, Rogue Magus enters the battlefield with a charge counters on it.
,
: Put a charge counter on Anesthos Levith.

,
, remove a charge counter from Anesthos: Anesthos deals 3 damage to target creature or player.

,
, remove three charge counters from Anesthos: Discard your hand, then draw that many cards.








2/1
Target creature gets +2/+0 and gains first strike until end of turn.
Draw a card.
Draw a card.
Cannon Blast deals 4 damage to target creature. If you control a Pirate, you may discard a card. If you do, draw a card.
First strike
Looting (Whenever this creature deals combat damage to an opponent, you may draw a card, then discard a card.)
Whenever you discard a card, Herald of the Red Flag deals 1 damage to target creature or player.
Looting (Whenever this creature deals combat damage to an opponent, you may draw a card, then discard a card.)
Whenever you discard a card, Herald of the Red Flag deals 1 damage to target creature or player.
2/1
Trample
Looting (Whenever this creature deals combat damage to an opponent, you may draw a card, then discard a card.)
Looting (Whenever this creature deals combat damage to an opponent, you may draw a card, then discard a card.)
3/3
When Lootsmasher enters the battlefield, you may tap an untapped Treasure you control. If you do, Lootsmasher deals X damage to target creature or player, where X is the number of gold counters on that Treasure.
"In desperate times, valuables make excellent weapons."
2/1


Illus. Hamsterfly
2/1
Remove all gold counters from target Treasure.
Draw a card.
Draw a card.
A little rust can go a long way to making something worthless.

2/3
Looting (Whenever this creature deals combat damage to an opponent, you may draw a card, then discard a card.)

: Tap target creature. Activate this ability only if Tyl's Ransackers is attacking.


2/2
Whenever Domesticated Thrusker deals combat damage to a player, you may untap target creature.
: Domesticated Thrusker gains trample until end of turn.

4/4
Stalwart — As long as Highlands Mentor is untapped, creatures you control have trample.
3/3
Stalwart — Highlands Ranger gets +1/+1 as long as it's untapped.
3/2
Domination — Hinterland Hunter has trample as long as you control the creature with the highest power.
3/1
When Merchant Ship enters the battlefield, you may return target card chosen at random from your graveyard to your hand.
"Raiding merchants on these channels is always a risk. They'll sell anything, even useless junk."
-- Tyl, Pirate Captain
-- Tyl, Pirate Captain
2/4
Target spell or permanent you control can't be the target of spells or abilities until end of turn.
Draw a card.
Draw a card.
As Relic Chanter enters the battlefield you may tap an untapped Treasure you control. If you do, Relic Chanter enters the battlefield with X +1/+1 counters on it, where X is the number of gold counters on that Treasure.
1/1
Target creature gets +2/+2 until end of turn. Untap that creature.
Stalwart — As long as Shore Patrol is untapped, it has hexproof.
"They might make a big fuss, but they're nothing more than a rag-tag team of farmers hired by the navy to keep watch around the smaller ports."
-- Rieht, Helmsman
-- Rieht, Helmsman
2/3
Flash (You may cast this spell any time you could an instant.)
When Signal Runner enters the battlefield, you may pay
. If you do, untap target creature.
When Signal Runner enters the battlefield, you may pay

Deathtouch
Other Pirate creatures you control get +1/+1 and have deathtouch.


: Return target creature card from a graveyard to the battlefield under your control. It becomes a Zombie Pirate in addition to its other types.
Other Pirate creatures you control get +1/+1 and have deathtouch.



4/5
First strike, looting
Other Pirate creatures you control get +1/+1 and have first strike and looting. (Whenever a Pirate creature you control deals combat damage to a player, you may draw a card, then discard a card.)
Other Pirate creatures you control get +1/+1 and have first strike and looting. (Whenever a Pirate creature you control deals combat damage to a player, you may draw a card, then discard a card.)
Illus. Uknown
3/3
Gold 3 (This enters the battlefield with three gold counters on it. A player with fifteen or more gold counters among permanents they control wins the game.)
,
: Tap target creature.


A gleam so bright it brings treasure hunters to their knees.
Gold 2 (This enters the battlefield with two gold counters on it. A player with fifteen or more gold counters among permanents they control wins the game.)
Equipped creature gets +2/+0 and has looting. (Whenever it deals combat damage to a player, you may draw a card, then discard a card.)
Equip
Equip

Gold 1 (This enters the battlefield with a gold counter on it. A player with fifteen or more gold counters among permanents they control wins the game.)
,
, remove a gold counter from Exotic Shipment: Target creature gets +2/+0 and gains deathtouch until end of utrn.


Gold 2 (This enters the battlefield with four gold counters on it. A player with fifteen or more gold counters among permanents they control wins the game.)
Equipped creature has "
, remove a gold counter from Jeweled Balustrade: Jeweled Balustrade deals 4 damage to target creature."
Equip
Equipped creature has "

Equip

Gold 5 (This enters the battlefield with five gold counters on it. A player with fifteen or more gold counters among permanents they control wins the game.)
,
: Put a gold counter on each other Treasure you control.


Gold 2 (This enters the battlefield with two gold counters on it. A player with fifteen or more gold counters among permanents they control wins the game.)
Equipped creature gets +X/+0, where X is the number of gold counters among permanents you control.
Equip
Equipped creature gets +X/+0, where X is the number of gold counters among permanents you control.
Equip

Gold 3 (This enters the battlefield with three gold counters on it. A player with fifteen or more gold counters among permanents they control wins the game.)
,
: Put a gold counter on target Treasure.
, remove seven gold counters from Musomok's Coffin and sacrifice it: Put a 7/7 legendary black Demon creature token named Musomok with flying and indestructible onto the battlefield.



Gold 2 (This enters the battlefield with two gold counters on it. A player with fifteen or more gold counters among permanents they control wins the game.)
, sacrifice Seer's Orb: Draw cards equal to the number of gold counters on Seer's Orb.

Gold 3 (This enters the battlefield with three gold counters on it. A player with fifteen or more gold counters among permanents they control wins the game.)
, remove a gold counter from Treasure Chest: Search your library for a Treasure card, reveal it, and put it into your hand. Then, shuffle your library.

(
: Add
to your mana pool.)
As Domor, Underworld Port enters the battlefield, you may reveal a Pirate card from your hand. If you don't, Domor, Underworld Port enters the battlefield tapped.
: Add
or
to your mana pool. Domor, Underworld Port deals 1 damage to you.


As Domor, Underworld Port enters the battlefield, you may reveal a Pirate card from your hand. If you don't, Domor, Underworld Port enters the battlefield tapped.



Show frames: W U B R G M A L
Show rarities: C U R
Or view by sections
The Pirate Set: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |