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"Find me cards equivalent to: Francisco, Fowl Marauder"

Equivalent cards to Francisco, Fowl Marauder in black (B) with similar Pirate synergy, flying, or can't block ability:

  • Dire Fleet Neckbreaker — Boosts Pirates, black/red, not flying, not legendary.
  • Fathom Fleet Captain — Creates Pirate tokens, menace instead of flying.
  • Coastline Marauders — Pirate, attack triggers, not black or flying.
  • Timestream Navigator — Pirate, not flying, can’t block flavor not present.
  • Malcolm, Keen-Eyed Navigator — Pirate, flying, but blue.

Best match in black: Fathom Fleet Captain—Pirate synergy with aggressive ability, though not legendary, flying, or partner. Francisco, Fowl Marauder is currently unique in combining flying, legendary Pirate status, black color, and the partner mechanic.

Found Cards

6 Results

Coastline Marauders

Dire Fleet Neckbreaker

Fathom Fleet Captain

Francisco, Fowl Marauder

Malcolm, Keen-Eyed Navigator

Timestream Navigator

Coastline Marauders #168 Creature — Human Pirate

Info

Color:
Identifies:
Cost:
Rarity: Uncommon
Converted Cost: 3
Power/Toughness: 0/3
Types:
  • Creature
  • SubTypes:
  • Human
  • Pirate
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Encore Trample

    Rules

  • Each token must attack the appropriate player if able.
  • Exiling the card with encore is a cost to activate the ability. Once you announce that you're activating it, no player may take actions until you've finished. They can't try to remove the card from your graveyard to stop you from paying the cost.
  • If Coastline Marauders is attacking a planeswalker, that planeswalker's controller is the defending player.
  • If one of the tokens can't attack for any reason (such as being tapped), then it doesn't attack. If there's a cost associated with having it attack, you aren't forced to pay that cost, so it doesn't have to attack in that case either.
  • If one of the tokens somehow is under another player's control as the delayed triggered ability resolves, you can't sacrifice that token. It remains on the battlefield indefinitely, even if you regain control of it later.
  • Opponents who have left the game aren't counted when determining how many tokens to create.
  • The bonus Coastline Marauders receives is determined by the player it's attacking. Lands controlled by other defending players won't be counted.
  • The tokens copy only what's on the original card. Effects that modified that creature when it was previously on the battlefield won't be copied.
  • If an effect stops a token from attacking a specific player, that token can attack any player, planeswalker, or battle, or not attack at all. If the effect stops the token from attacking a specific player unless a cost is paid, you don't have to pay that cost unless you want to attack that player.
  • Prices

    Seller Price
    Manapool 0.15 USD / 0.22 USD
    Cardkingdom / 0.99 USD 0.35 USD
    Cardmarket 0.12 EUR / 0.37 EUR
    Tcgplayer 0.3 USD / 0.41 USD

    Legalities

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

    Text

    Trample Whenever this creature attacks, it gets +1/+0 until end of turn for each land defending player controls. Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste.Sacrificethem at the beginning of the next end step. Activate only as a sorcery.)

    Dire Fleet Neckbreaker #156 Creature — Orc Pirate

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 4
    Power/Toughness: 3/2
    Types:
  • Creature
  • SubTypes:
  • Orc
  • Pirate
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom 0.39 USD / 0.79 USD
    Manapool / 0.51 USD 0.15 USD
    Tcgplayer / 1.18 USD 0.22 USD
    Cardmarket 0.26 EUR / 0.68 EUR

    Legalities

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

    Text

    Attacking Pirates you control get +2/+0.

    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
    Cardmarket 0.89 EUR
    Cardkingdom 0.79 USD
    Tcgplayer 0.66 USD
    Manapool 1.91 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.

    Francisco, Fowl Marauder #49 Legendary Creature — Bird Pirate

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: 0/1
    Types:
  • Creature
  • SubTypes:
  • Bird
  • Pirate
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Explore 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 a resolving spell or ability instructs a specific creature to explore but that creature has left the battlefield, the creature still explores. If you reveal a nonland card this way, you won't put a +1/+1 counter on anything, but you may put the revealed card into your graveyard. Effects that trigger "whenever a creature explores" trigger as appropriate.
  • If an ability instructs a creature to explore, its controller reveals the top card of their library. If it's a land card, they'll put it into their hand. Otherwise, they'll put a +1/+1 counter on that creature, then choose to either leave that card on top of their library or put it into their graveyard.
  • If no card is revealed, most likely because that player's library is empty, the exploring creature receives a +1/+1 counter.
  • If one or more Pirates you control deal damage to multiple players at once (for example, in combat, or with an ability such as that of Lightning-Rig Crew), Francisco, Fowl Marauder's ability triggers once for each of those players.
  • 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.
  • In some unusual cases, noncreature permanents may explore. For example, if the creature card returned by Defossilize is somehow not a creature once it's on the battlefield, it can still explore. You'll take all the same actions, and you may end up putting a +1/+1 counter on the permanent. (Note that some effects target a creature, and those effects would still require a legal target to have it explore.)
  • Once an ability that causes a creature to explore begins to resolve, no player may take any other actions until it's done. Notably, opponents can't try to remove the exploring creature after you reveal a nonland card but before it receives a counter.
  • 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.
  • Some spells or abilities might cause a creature to explore multiple times in a row. If you reveal a nonland card when a creature explores and leave it on top of your library, then the creature explores again immediately afterwards, you'll reveal the same card again.
  • 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
    Cardkingdom 1.79 USD
    Cardmarket 0.57 EUR
    Manapool 0.65 USD
    Tcgplayer 1.53 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 Francisco can't block. Whenever one or more Pirates you control deal damage to a player, Francisco explores. 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
    Cardmarket / 11.73 EUR 5.17 EUR
    Cardkingdom 9.49 USD / 22.99 USD
    Manapool / 12.42 USD 7.58 USD
    Tcgplayer / 13.33 USD 7.99 USD

    Legalities

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

    Text

    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.)

    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:
    EDH Bracket Attr:
    Extra Turns
    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 15.99 USD
    Manapool 8.32 USD
    Tcgplayer 10.39 USD
    Cardmarket 5.63 EUR

    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.