









Overview:
Edward Kenway leads a Pirate/Assassin/Vehicle tribal deck focused on generating Treasure tokens and stealing opponents' cards through combat damage. The strategy revolves around attacking with evasive Vehicles crewed by synergistic creatures, using Edward's end-step Treasure generation for ramp, and leveraging exile-play effects for card advantage. While lacking infinite combos, the deck creates substantial value through tribal synergies and resource denial.
Primer:
Core Strategy: Deploy evasive Vehicles and Pirate/Assassin creatures to generate Treasure tokens via Edward Kenway's end-step trigger. Use combat damage triggers to exile and play opponents' cards while ramping into powerful Vehicle payoffs. Key phases:
- Early Setup (T1-4): Play mana rocks, low-cost Pirates like Spectral Sailor, and utility Vehicles like Smuggler's Copter.
- Midgame Value (T5-7): Activate Edward's Treasure engine with tapped attackers, deploy payoff Vehicles like Skysovereign, Consul Flagship, and use tutors to find Conspiracy for tribal unification.
- Endgame (T8+): Convert accumulated Treasures into game-ending plays via Time Sieve extra turns or overwhelming board presence with The Indomitable.
Mulligan Priorities:
- Keep hands with 3 lands and early plays (Vehicles with Crew 1 or Pirates)
- Prioritize Sol Ring/Demonic Tutor for explosive starts
- Avoid hands without early creatures to crew Vehicles
Key Tips:
- Time Edward's cast to follow board wipe recovery
- Use Roaming Throne (naming Pirate) to double combat damage triggers
- Sacrifice Treasures pre-combat to enable Time Sieve extra turns
- Conspiracy turns all creatures into Edward's preferred types
Avoid Traps:
- Overextending Vehicles before establishing protection
- Holding interaction instead of advancing board state
- Wasting exiles from Edward's trigger on low-impact spells
Weaknesses:
Critical:
- Heavy reliance on combat damage triggers (folds to Propaganda/Ghostly Prison)
- No graveyard recursion beyond March of the Drowned
Moderate:
- Slow recovery from board wipes
- Limited instant-speed interaction
Minor:
- Vulnerable to artifact hate (Treasure destruction)
Most Important Cards:
- Conspiracy
- Roaming Throne
- Time Sieve
- Bident of Thassa
- Phyrexian Arena
- Demonic Tutor
- Adéwalé, Breaker of Chains
- Skysovereign, Consul Flagship
- Rogue Class
- The Indomitable
Attribute Ratings:
Speed: 5/10
- Goldfish win around T8-10 through combat/extra turns
- Relies on incremental damage rather than explosive combos
Resilience: 6/10
- Redundant card advantage engines (4+ coastal piracy effects)
- Moderate recursion (March of the Drowned, Malcolm, Alluring Scoundrel)
- Vulnerable to stax pieces that prevent attacking
Consistency: 7/10
- 6 tutors including Demonic Tutor and Deadeye Quartermaster
- Tribal redundancy (20+ Pirates/Assassins, 15 Vehicles)
- Strong card selection via looting effects
Interaction: 5/10
- Limited removal (Chaos Warp, Lookout's Dispersal)
- Reactive protection only through counterspells
- Strong in combat with forced blocks from Breeches, Eager Pillager
Rating Justification:
This deck sits between Optimized Casual (5.0) and High-Power Casual (5.5) on the rubric. It outpaces precons through focused tribal synergy and efficient tutors but lacks the speed (T8-10 vs T8-9 benchmark) and protection of true high-power decks. The combination of treasure-fueled extra turns and consistent card advantage pushes it above average casual builds, but its combat-focused wincons and vulnerability to common stax pieces prevent higher placement.
Power level: 5.0 - 5.5
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