Dire Fleet Poisoner
The enter-the-battlefield trigger reads the board only during your combat, and that single restriction defines the whole card. Because the buff wants a target attacking Pirate you control, the +1/+1-and-deathtouch grant is purely offensive: flash the body in mid-combat to turn a Pirate already in the red zone into a lethal threat, blowing out a block or forcing a losing trade. On defense none of that is available. Without a legal target the trigger fizzles, and what remains is a 2/2 deathtouch flash body, a fine ambush blocker that trades up but delivers nothing extra. The decision lands at the moment of casting: an instant-speed combat trick that leaves a creature behind, or a surprise blocker with no upside beyond the body. Flash is what keeps that choice yours to spring rather than one telegraphed a turn early. The tribal clause is load-bearing; the deathtouch grant is a pseudo-trick stapled to a permanent, but only when there are attackers worth pumping. Outside a build fielding Pirates on the attack, the entire enter-the-battlefield line goes dark, leaving a two-drop that trades on defense and does nothing on offense. It is a narrow reward for tribal density, sharp inside its lane and unremarkable the moment you step out of it.


