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"Find me cards equivalent to: Admiral Brass, Unsinkable"

Equivalent cards to Admiral Brass, Unsinkable (blue/black/red):
1. Angrath, Captain of Chaos — Also gives menace to your creatures, pirate flavor.
2. Malcolm, Keen-Eyed Navigator — Pirate synergy, creates Treasure tokens.
3. Beckett Brass — Pirate lord, supports attacking pirates.
4. Breeches, Brazen Plunderer — Pirate synergy, punishes opponents on connecting.
5. Admiral Beckett Brass — Steals creatures, rewards pirate attacks.


Reason: All are blue/black/red and heavily support Pirates.

Found Cards

5 Results

Admiral Beckett Brass

Admiral Brass, Unsinkable

Angrath, Captain of Chaos

Breeches, Brazen Plunderer

Malcolm, Keen-Eyed Navigator

Admiral Beckett Brass #1410 Legendary Creature — Human Pirate

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 4
Power/Toughness: 3/3
Types:
  • Creature
  • SubTypes:
  • Human
  • Pirate
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Admiral Beckett Brass's triggered ability checks what happened earlier in the turn. It doesn't care whether Admiral Beckett Brass was on the battlefield when those Pirates dealt combat damage, whether those creatures are still on the battlefield, or whether they're still Pirates.
  • If more than one player was dealt combat damage by three Pirates, you target only one permanent. It may be controlled by either of those players.
  • If one Pirate deals combat damage multiple times, most likely because it has double strike, it counts as only one of the three Pirates for Admiral Beckett Brass's triggered ability.
  • In a Two-Headed Giant game, combat damage dealt by Pirates your teammate controls will count when checking for Admiral Beckett Brass's ability.
  • In a multiplayer game, if a player leaves the game, all cards that player owns leave as well, and any effects that give the player control of permanents immediately end.
  • The control-change effect of Admiral Beckett Brass's triggered ability lasts indefinitely. It doesn't wear off during the cleanup step or when you lose control of Admiral Beckett Brass.
  • Prices

    Seller Price
    Manapool 5.21 USD
    Cardkingdom / 2.99 USD 3.49 USD
    Cardmarket / 4.63 EUR 4.52 EUR
    Tcgplayer 5.37 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Other Pirates you control get +1/+1. At the beginning of your end step, gain control of target nonland permanent controlled by a player who was dealt combat damage by three or more Pirates this turn.

    Admiral Brass, Unsinkable #121 Legendary Creature — Human Pirate

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 5
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Human
  • Pirate
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Mill

    Rules

  • Admiral Brass, Unsinkable's effect will overwrite any previous effects that set the returned creature's power and toughness to specific numbers. Effects that otherwise modify the returned creature's power and toughness will still apply no matter when they took effect. The same is true for +1/+1 counters.
  • Finality counters aren't keyword counters, and a finality counter doesn't give any abilities to the permanent it's on. If that permanent loses its abilities and then would go to a graveyard, it will still be exiled instead.
  • Finality counters don't stop permanents from going to zones other than the graveyard from the battlefield. For example, if a permanent with a finality counter on it would be put into its owner's hand from the battlefield, it does so normally.
  • Finality counters work on any permanent, not only creatures. If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.
  • Multiple finality counters on a single permanent are redundant.
  • Prices

    Seller Price
    Manapool 0.15 USD / 0.15 USD
    Cardmarket 47.67 EUR
    Cardkingdom 0.99 USD
    Tcgplayer 0.14 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    When Admiral Brass enters,millfour cards. At the beginning of combat on your turn, you may return target Pirate creature card from your graveyard to the battlefield with a finalitycounteron it. It has base power and toughness 4/4. It gains haste until end of turn. (If a creature with a finalitycounteron it would die, exile it instead.)

    Angrath, Captain of Chaos #527 Legendary Planeswalker — Angrath

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Planeswalker
  • SubTypes:
  • Angrath
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Amass

    Rules

  • Amass Orcs works the same way, except you create a 0/0 black Orc Army creature token if you don't control an Army. If the Army creature you chose isn't already an Orc, it becomes an Orc in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
  • Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
  • If you don't control an Army, the Zombie Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
  • In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Zombies, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't a Zombie, it becomes a Zombie in addition to its other types.
  • Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
  • To amass Zombies N, if you don't control an Army creature, create a 0/0 black Zombie Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already a Zombie, it becomes a Zombie in addition to its other types.
  • Prices

    Seller Price
    Cardkingdom 0.59 USD
    Manapool 0.61 USD
    Tcgplayer 0.72 USD
    Cardmarket 0.52 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Creatures you control have menace.
    −2 Amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)

    Breeches, Brazen Plunderer #6 Legendary Creature — Goblin Pirate

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 4
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Goblin
  • Pirate
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Menace Partner

    Rules

  • An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
  • Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
  • If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
  • If you don't play one of the exiled cards, it remains exiled. It won't be available to be played on future turns.
  • If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
  • In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any spells and/or permanents you control from Breeches's brazen thievery are exiled.
  • Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
  • To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
  • You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
  • You must follow the normal timing permissions and restrictions for each exiled card. If one is a land, you can't play it unless you have land plays available.
  • You'll exile a card from each opponent who was dealt damage, not from all of your opponents.
  • You'll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available.
  • Prices

    Seller Price
    Cardmarket / 4.66 EUR 1.89 EUR
    Tcgplayer / 4.27 USD 2.24 USD
    Manapool 2.28 USD / 4.34 USD
    Cardkingdom / 5.99 USD 2.99 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Menace Whenever one or more Pirates you control deal damage to your opponents, exile the top card of each of those opponents' libraries. You may play those cards this turn, and you may spend mana as though it were mana of any color to cast those spells. Partner (You can have two commanders if both have partner.)

    Malcolm, Keen-Eyed Navigator #2 Legendary Creature — Siren Pirate

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Siren
  • Pirate
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Flying Partner

    Rules

  • An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
  • Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
  • If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
  • If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
  • Malcolm's triggered ability considers all damage dealt by Pirates you control to opponents, not just combat damage.
  • Malcolm's triggered ability will trigger even if Pirates you control deal damage to only a single opponent. A single Treasure for you. Yarrr.
  • Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
  • To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
  • You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
  • Prices

    Seller Price
    Manapool 5.47 USD / 12.3 USD
    Cardmarket / 10.54 EUR 4.96 EUR
    Cardkingdom / 17.99 USD 8.49 USD
    Tcgplayer / 9.82 USD 5.49 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Flying Whenever one or more Pirates you control deal damage to your opponents, you create a Treasure token for each opponent dealt damage. (It's an artifact with ",Sacrificethis token: Add one mana of any color.") Partner (You can have two commanders if both have partner.)