Admiral Brass, Unsinkable — Finality on the High Seas
Admiral Brass, Unsinkable is a compact commander that mixes graveyard recursion and tempo in a single body. The entry trigger mills four cards, seeding your graveyard and fueling graveyard synergies. More importantly, the Admiral turns each beginning of combat on your turn into a reclamation window, plucking a Pirate creature from your grave and dropping it back into play with a finality counter. The returned creature is set to 4/4, gains haste, and can immediately impact the board.
Play this commander in shells that want repeatable recursion and aggressive turns. Brass rewards careful sequencing; mill to load targets, then use the combat trigger to rebuild presence and pressure. The card reads like a toolkit for Pirate tribal builds but it also fits midrange graveyard strategies where immediate tempo and reliable attackers matter. As a bit of lore, the Admiral’s finality counter is less a mercy and more a planned exit. Use it to close a race or to reclaim the best body from your yard and push through decisive damage.
Card Details:
- Mana Cost – {2}{U}{B}{B}
- 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.
- Power / Toughness – 3/3