Dire Fleet Captain
The payoff that tells you what a Pirate deck is supposed to do: turn sideways with friends. The 2/2 body is incidental, a rate you tolerate to access an attack trigger that scales with the width of your board. Attacking alone, it swings for two and nothing more; send it alongside three other Pirates and it hits as a 5/5, the bonus stacking once per additional attacker rather than sitting on the board as a flat anthem. That distinction is where the card earns its keep. The trigger resolves during the declare-attackers step, before blocks are assigned, so the defender has to solve the buffed body when choosing blockers rather than after committing them. A wall of two-toughness creatures that would happily trade with a 2/2 suddenly cannot profitably block the Captain at all, and the opponent has to account for that math with the blocks still ahead of them. It rewards going wide in a tribe built to go wide, and it punishes the wrong read on which threat matters. The Captain is a lord by attendance rather than by static buff, and that dependency cuts both ways: sweep the board and you have neutered it entirely, because the ability counts only the Pirates actually attacking this turn, not the ones you drew or sacrificed. It is the card that makes a tribal aggro shell cohere, the one that tells you the deck wants bodies, not just individually good cards.
