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"Find me cards equivalent to: Fathom Fleet Captain"

Equivalent cards to Fathom Fleet Captain with similar color (black) and Pirate synergy include:
1. Dire Fleet Captain (BR) — Also rewards Pirate attacks but pumps itself.
2. Departed Deckhand (U, but similar effect for Pirates) — Makes a creature unblockable for Pirates.
3. Dire Fleet Poisoner (B) — Has flash, deathtouch, and buffs an attacking Pirate.
4. Timestream Navigator (U) — Pirate, produces a big effect if you control lots of artifacts/creatures.
5. Fathom Fleet Captain (B) — Your original card.


Reason: Few black Pirates make tokens, but other Pirate lords and synergy creatures help Pirate decks in black. No direct copy in black, but these are close functional equivalents or support Pirate tribal themes.

Found Cards

5 Results

Departed Deckhand

Dire Fleet Captain

Dire Fleet Poisoner

Fathom Fleet Captain

Timestream Navigator

Departed Deckhand #153 Creature — Spirit Pirate

Info

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

    Rules

  • Activating Departed Deckhand's last ability after a creature has become blocked by a non-Spirit creature won't cause that creature to become unblocked.
  • If the spell that targets Departed Deckhand has no other targets, it won't resolve (because it no longer has a legal target after Departed Deckhand is sacrificed).
  • You'll sacrifice Departed Deckhand even if you counter the spell that targets it.
  • Prices

    Seller Price
    Manapool 0.15 USD
    Cardmarket 0.14 EUR
    Cardkingdom 0.35 USD
    Tcgplayer 0.25 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 this creature becomes the target of a spell,sacrificeit. This creature can't be blocked except by Spirits. : Another target creature you control can't be blocked this turn except by Spirits.

    Dire Fleet Captain #221 Creature — Orc Pirate

    Info

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

    Rules

  • Count the number of other attacking Pirates as the ability resolves to determine the size of the bonus.
  • In a Two-Headed Giant game, attacking Pirates controlled by your teammate will count for Dire Fleet Captain’s ability.
  • Once the ability resolves, the bonus won’t change later in the turn, even if the number of other attacking Pirates does.
  • Prices

    Seller Price
    Tcgplayer / 0.65 USD 0.24 USD
    Manapool / 0.21 USD 0.15 USD
    Cardkingdom 0.35 USD / 0.49 USD
    Cardmarket / 0.51 EUR 0.15 EUR

    Legalities

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

    Text

    Whenever this creature attacks, it gets +1/+1 until end of turn for each other attacking Pirate.

    Dire Fleet Poisoner #68 Creature — Human Pirate

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Human
  • Pirate
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Deathtouch Flash

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool 0.19 USD / 0.78 USD
    Tcgplayer / 1.37 USD 0.64 USD
    Cardmarket 0.34 EUR / 0.76 EUR
    Cardkingdom 0.99 USD

    Legalities

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

    Text

    Flash Deathtouch When this creature enters, target attacking Pirate you control gets +1/+1 and gains deathtouch until end of turn.

    Fathom Fleet Captain #106s Creature — Human Pirate

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: 2/1
    Types:
  • Creature
  • SubTypes:
  • Human
  • Pirate
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Menace

    Rules

  • If you don't control another nontoken Pirate at the moment Fathom Fleet Captain attacks, its triggered ability won't trigger. If you don't control another nontoken Pirate as that ability resolves, you can't pay {2}.
  • While resolving Fathom Fleet Captain's triggered ability, you can't pay {2} multiple times to create more than one Pirate token.
  • Prices

    Seller Price
    Cardkingdom 1.99 USD
    Manapool 0.25 USD
    Cardmarket 0.89 EUR
    Tcgplayer 2.23 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 this creature attacks, if you control another nontoken Pirate, you may pay . If you do, create a 2/2 black Pirate creature token with menace.

    Timestream Navigator #59s Creature — Human Pirate Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 2
    Power/Toughness: 1/1
    Types:
  • Creature
  • SubTypes:
  • Human
  • Pirate
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Ascend

    Rules

  • A permanent is any object on the battlefield, including tokens and lands. Spells and emblems aren't permanents.
  • Ascend on a permanent isn't a triggered ability and doesn't use the stack. Players can respond to a spell that will give you your tenth permanent, but they can't respond to getting the city's blessing once you control that tenth permanent. This means that if your tenth permanent is a land you play, players can't respond before you get the city's blessing.
  • If you cast a spell with ascend, you don't get the city's blessing until it resolves. Players may respond to that spell by trying to change whether you get the city's blessing.
  • If you control ten permanents but don't control a permanent or resolving spell with ascend, you don't get the city's blessing. For example, if you control ten permanents, lose control of one, then cast Golden Demise, you won't have the city's blessing and the spell will affect creatures you control.
  • If your tenth permanent enters the battlefield and then a permanent leaves the battlefield immediately afterwards (most likely due to the "Legend Rule" or due to being a creature with 0 toughness), you get the city's blessing before it leaves the battlefield.
  • Once you have the city's blessing, you have it for the rest of the game, even if you lose control of some or all of your permanents. The city's blessing isn't a permanent itself and can't be removed by any effect.
  • Prices

    Seller Price
    Cardkingdom 11.99 USD
    Cardmarket 6.76 EUR
    Manapool 8.92 USD
    Tcgplayer 10.77 USD

    Legalities

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

    Text

    Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) , , Put this creature on the bottom of its owner's library: Take an extra turn after this one. Activate only if you have the city's blessing.