Admiral Brass, Unsinkable — Salvage and Strike

Admiral Brass, Unsinkable fits into graveyard led strategies where card advantage and tempo matter. When Admiral Brass, Unsinkable enters the battlefield, you mill four cards which fills your yard for targets and fuel. At the beginning of combat on your turn you may return a Pirate creature card from your graveyard to the battlefield with a finality counter on it. The returned creature uses a 4 by 4 base stat line and gains haste until end of turn so you convert the graveyard into immediate offense.
As a commander or a midrange piece this mythic stands between recursion and burst damage. The milling trigger is deliberate and not gratuitous because it stocks your graveyard with Pirate or other synergies. Finality counters force a decision about value versus permanence because creatures that die with those counters are exiled instead. This listing is Light Play Foil English and is suitable for competitive casual play or as a focused inclusion in a Pirate tribal build.
Card Details:
- Mana Cost – {2}{U}{B}{R}
- Card Type – Legendary Creature
- Subtypes – Human Pirate
- Card Text / Rules Text (Printed) – When Admiral Brass, Unsinkable enters the battlefield, 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.)
- Power / Toughness – 3/3