← MTG Rules

Rules guide · Legendary Creature

Breeches, Brazen PlundererHow it works & interactions with other cards

By the ManaCount desk· 4 min read· The Lost Caverns of Ixalan Commander· November 17, 2023
Carte Magic Breeches, Brazen Plunderer

Breeches, Brazen Plunderer is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Menace Whenever one or more Pirates you control deal damage to your opponents, exile the top card of each of those opponents' libraries. You may play those cards this turn, and you may spend mana as though it were mana of any color to cast those spells. Partner (You can have two commanders if both have partner.)

Complete guide

Breeches, Brazen Plunderer is the ultimate reward for aggressive Pirate decks, turning combat damage into resource advantage. This Goblin Pirate allows you to steal your opponents' options and use their own mana requirements against them. With his Partner ability, Breeches is a versatile commander that provides constant card advantage from the command zone.

Stealing the Loot

Breeches triggers whenever one or more Pirates you control deal damage to your opponents. Note that this isn't limited to just combat damage; any damage dealt by a Pirate to an opponent will trigger the ability. If you hit three different opponents with a group of Pirates, Breeches will exile the top card of each of those three players' libraries. You then gain the ability to play those cards until the end of the current turn.

How it Resolves Step-by-Step

First, your Pirates deal damage to one or more opponents. Breeches's ability triggers and is put on the stack. As it resolves, you exile the top card of the library of each opponent who was damaged. For the rest of the turn, you have permission to play these cards. If you choose to cast a spell or play a land from exile, you must follow all normal timing rules. You can spend mana as though it were mana of any color, ensuring you can always pay for your opponents' spells.

Common Mistakes

A common error is forgetting that Breeches only lets you play the cards during the turn they were exiled. If you don't play them by the end of the turn, they remain in exile forever. Also, remember that Breeches does not grant you extra land plays; if you have already played your land for the turn, you cannot play a land exiled by Breeches. Finally, if you leave the game, any permanents you stole that are currently on the battlefield are also exiled.

When to Play Breeches

Breeches is best played in decks with a high density of cheap, evasive Pirates. Because his ability triggers on 'one or more Pirates,' you want to ensure you are spreading your attacks to as many different opponents as possible to maximize the number of cards exiled. He is particularly powerful when paired with another Partner commander that can provide additional colors or protection.

Interaction examples

Doubling the Plunder

If you have Roaming Throne on the battlefield and chose 'Pirate' as its type, Breeches's ability will trigger an additional time. If a Pirate deals damage to an opponent, you will exile the top two cards of their library instead of one. This allows you to dig twice as deep into your opponents' decks for every successful hit.

Managing Stolen Resources

If you exile Solemn Simulacrum from an opponent's library using Breeches, you can cast it using any color of mana. When it enters the battlefield under your control, you search your library for a basic land. If the Golem later dies, you (the controller) draw the card, not the original owner. However, if you are eliminated from the game while controlling it, the Golem is exiled rather than returning to its owner.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Breeches, Brazen Plunderer

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    You'll exile a card from each opponent who was dealt damage, not from all of your opponents.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    You must follow the normal timing permissions and restrictions for each exiled card. If one is a land, you can't play it unless you have land plays available.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    You'll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If you don't play one of the exiled cards, it remains exiled. It won't be available to be played on future turns.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any spells and/or permanents you control from Breeches's brazen thievery are exiled.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    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.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    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.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    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.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    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.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    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.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    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.

    No other card is named in this ruling.

02

Legal formats

legacyvintagecommanderoathbreakerduel
0 Image

Commentaires

  • Sois le premier à commenter cette carte.

Read next

Meta decks with Breeches, Brazen Plunderer

Explore the meta
Official source