Whenever one or more Pirates you control deal combat damage to a player, exile the top card of that player's library. You may cast that card for as long as it remains exiled.
Field a wide, evasive crew of Pirates, connect for combat damage, and play your opponents' decks against them by exiling and casting their top cards. Treasures from Ramirez's ETB ramp you into bigger threats and help cast off-color exiled cards, while Dimir control elements keep you alive long enough to grind value.
Repeatable, snowballing card advantage that ignores your own deck's resources
Treasure generation enables splashing the colorless cost of any exiled card regardless of color
Pirates support evasion (menace, unblockable, flying) making combat damage reliable
Blue/black gives premier removal, card draw, and interaction to protect the engine
Strategy collapses if you can't connect in combat; chump blockers and fog effects shut it down
Three-mana-value-four commander that does little defensively on its own and dies to spot removal
Tribal payoff requires a critical mass of Pirates, narrowing deckbuilding
Slow against fast combo decks since the engine needs combat steps to generate value