Admiral Brass, Unsinkable
The reanimation clock most Pirate decks never had a payoff for. Grixis has plenty of self-mill and plenty of Pirates, but nothing tied those pieces into a recurring loop the way this does: mill four on the way down, then every combat step drag a Pirate back with a haste-swinging 4/4 body attached. The finality counter is the meter running against the engine. Each Pirate you return can only come back once (die with the counter on it and it exiles instead), so the ability is a battery, not a perpetual-motion machine. That constraint reroutes deckbuilding away from a single fatty you loop forever and toward a graveyard stocked with distinct Pirate threats worth returning in sequence. The base-power-and-toughness rewrite is the quieter piece of the design: overwriting the returned creature to a flat 4/4 turns even the smallest utility Pirate into a real attacker, so a one-drop with a useful attack trigger comes back swinging for four rather than for its printed one. The timing window matters too. This fires at the beginning of combat on your turn, which means the returned Pirate arrives already able to attack that same turn thanks to the granted haste, and any attack-trigger Pirate gets its ability online immediately. It reads like a value commander, but the machinery underneath is an aggressive, combat-focused recursion loop that happens to run on a graveyard.



