
Admiral Brass, Unsinkable
The Commander
When Admiral Brass enters, mill four cards.
At the beginning of combat on your turn, you may return target Pirate creature card from your graveyard to the battlefield with a finality counter on it. It has base power and toughness 4/4. It gains haste until end of turn. (If a creature with a finality counter on it would die, exile it instead.)
Guide
Gameplan
Admiral Brass is a Pirate tribal/reanimator commander that mills itself to fill the graveyard, then each combat reanimates a Pirate as a 4/4 hasty attacker. You flood the board with Pirates, attack repeatedly, and grind value through recursion while leveraging Treasure and self-mill to power out big threats early.
Strengths
Weaknesses
- Finality counters exile reanimated Pirates on death, limiting repeated loops
- Reanimation only works at combat, so it's slow against fast combo decks
- Relies on graveyard, so graveyard hate shuts the engine down
- Five-mana commander that doesn't generate value the turn it lands
Key Cards
- Malcolm, Keen-Eyed Navigator — Generates Treasure and card advantage off Pirate combat damage to fuel the deck.
- Hullbreacher — Powerful Pirate that punishes opponents' draw and snowballs Treasures for ramp.
- Ramirez DePietro, the Last Pirate — A recursive Pirate threat that synergizes with Brass's tribal reanimation.
- Dockside Extortionist — A Pirate that explodes your mana and is a great reanimation target after milling.
- Reanimate — Cheap reanimation that complements Brass by returning big non-Pirate bombs.
- Animate Dead — Repeatable graveyard recursion that turns self-mill into early threats.
Upgrade Path
Add fast mana like Mana Crypt, Jeweled Lotus, and more Treasure producers to deploy Brass and reanimation spells ahead of curve. Layer in efficient reanimation (Animate Dead, Reanimate, Necromancy) and impactful Pirate bodies like Hullbreacher and Dockside to maximize each combat. Tighten removal and add graveyard protection or a tutor package to assemble your best threats consistently.
Core Cards
- Dire Fleet Ravager100%
- Windfall100%
- Timestream Navigator100%
- Sunken Hollow100%
- Skeleton Crew100%
- Angrath's Marauders100%
- Rakdos Signet100%
- Crumbling Necropolis100%
- Captivating Crew100%
- Spectral Sailor100%
- Hostage Taker100%
- Nephalia Drownyard100%
From 1 Mythicwyrm deck.
Win Conditions
- ▸Repeated Pirate combat damage from a wide, hasty board
- ▸Reanimating large bombs early to overwhelm opponents
- ▸Value-grinding with recursion until opponents run out of resources
- ▸Treasure-fueled big-mana finishers or X-spells
Archetypes
- Pirate Tribal — Brass directly rewards a deck full of Pirates with repeatable reanimation and aggression.
- Reanimator — The mill-four ETB and combat reanimation make graveyard cheating central.
- Aristocrats — Finality-countered Pirates exile on death, pairing with sac outlets and death triggers for value.
- Treasure/Tempo — Grixis Pirates generate Treasure to ramp into bombs and reanimation spells.
Combos
- Admiral Brass, Unsinkable + Oriq Loremage + Timestream Navigator
→ Infinite turns, Lock
- Admiral Brass, Unsinkable + Cellar Door + Timestream Navigator
→ Infinite turns, Lock
Combos via Commander Spellbook.
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