Consulate Dreadnought

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal

Printings View all

Set Rarity
Aether Revolt Uncommon

Combos Browse all

Consulate Dreadnought

Artifact — Vehicle

Crew 6 (Tap any number of creatures you control with total power 6 or more: This Vehicle becomes an artifact creature until end of turn.)

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Consulate Dreadnought Discussion

Guardians on Fury of the Gods

12 hours ago

stewa238 the Consulate Dreadnoughts seem a little weak to Fatal Push

stewa238 on Fury of the Gods

13 hours ago

Guardians I appreciate your suggestions, I like your suggestion about Noose Constrictor I think that will be a good add, but I am not sure about bringing in 4 Glorybringer's I already have two in the sideboard. I will have to disagree with you about Bloodlust Inciter however, this card really does a lot of work. On turn 2 it can give my Bloodrage Brawler the ability to swing in and turn three Rhonas the Indomitable swings in for 5. Honestly, this is the perfect card for this deck. I think I will switch out 2 Inventor's Apprentice's for 2 more Flameblade Adept's. Lastly, the Consulate Dreadnought's believe it or not, do work for me.

Kurremkarmerruk on R/W Aggro Consulate Dreadnought / Turn 3 Win

2 weeks ago

I like this idea. Note that Inspiring Vantage is no good Turn 1 because it will come in tapped if you have no other lands, and you won't be able to play Consulate Dreadnought.

0ffensiveWombat on Depala: Hatebears can Drive! (Primer)

3 weeks ago

Sheesh, this is one spikey play group you've got.

If I could make only one suggestion, it would Mirrorworks. I've been testing it in my list privately and had great success copying vehicles for massive swings. I would definitely consider it for you since you run way more creatures than vehicles, but i'd only be worried about it not being competitive enough for your tastes.

I'm also kinda surprised you're not mainboarding a Heart of Kiran. It is hands down the best turn one or two any depala deck can play since it means you can play your commander turn 3 and hit for 5 damage in the air. Another hidden gem i'm a huge fan of is Siege Modification at only 3 mana, you can perma-crew any vehicle, give it first strike, and give it +3/+0. that turns a Consulate Dreadnought into a turn 3 10/11 with first strike. Maybe Zendikar should have called Depala rather than the Gatewatch to get rid of their 'drazi problems...

FA1L3D on Izzet Artifacts

4 weeks ago

Well this is more so built around Consulate Dreadnought + Siege Modification for a 10/11 first strike beater, but I have stuff like Implement of Examination and Hedron Archive for card draw, but also Metalwork Colossus for an alternate win con.

0ffensiveWombat on Initial D(epala): Aether Stage

4 weeks ago

mrluthor oh boy, more suggestions!

Ok, so we'll start off with Aerial Modification. Believe it or not, this is a late game all star for me mainly because it turns one of our vehicles into a creature indefinitely so we don't have to spend creatures crewing it up. In addition, the +2/+2 and flying turn a huge vehicle with a large crew cost (example being Consulate Dreadnought) and gives it evasion, which it heavily needs to become a real threat as opponents will often just throw a 1/1 in front of it to stop the 7 damage. As of now, I'll leave it in there as it's a great curve finisher.

Next up are the suggestions. Believe it or not, I've never really wanted haste. After all, the crew mechanic allows you to tap a creature with summoning sickness to crew a vehicle you played last turn. This often leads to a turn 2 vehicle followed by a turn 3 creature and crewing the vehicle to hit for 5 or 6 (thanks Heart of Kiran!). So with that in mind, i'll pass on Hammer of Purphoros. Next up is Rogue's Passage. Well I've got nothing against more evasion, so why not?

n0bunga on Jor Kadeen, Metalcraft

4 weeks ago

Hey! Just a quick note here, Blade of Selves will make tokens that all see each other and then the Legend rule applies :\

  • 11/4/2015 If the equipped creature is legendary, the tokens will all enter the battlefield. Then youll choose one of them to remain on the battlefield. The others will be put into your graveyard. Any enters-the-battlefield or dies triggers of the tokens will work.

Great for any creatures with ETB effects, though.

As for any suggestions I can think of - I'm a huge Artificer fan :)

Sram, Senior Edificer seems extremely good in any voltron deck.

Inspiring Statuary and fabricate creatures like Angel of Invention or OG's like Myr Battlesphere would help cheat out your bigger creatures or Gods.

And you may as well go podracing here! Helps metalcraft! Maybe consider the stronger ones like Smuggler's Copter to draw, or Skysovereign, Consul Flagship? Or if you just want to bust out a big body - Consulate Dreadnought

Gold Myr, Iron Myr and Palladium Myr all seem decent as dorks.

Indomitable Archangel protects your stuff.

Goblin Welder, Eldrazi Displacer and Slobad, Goblin Tinkerer are all very useful; Welder recurs anything that might have been destroyed, Slobad protects what is about to be destroyed, and Displacer blinks your battlesphere - or an attacking general.

Myrsmith just helps churn this token cauldron for you to improvise with.

Argentum Armor is messy and janky, but I love it. And you can probably cheat it out.

If you had the money I would highly recommend accelerating the mana. Maybe not Mana Crypt (if you can, get it) but at least Mana Vault Basalt Monolith and Chrome Mox. You could also consider Unwinding Clock in that event.

I'd also consider Daretti, Scrap Savant. His plus ability is insane, and let's paint a picture for his minus;

Sac a myr token, bring back a Sword of Feast and Famine.

OR

Sac a Scrap Trawler, it triggers, bring back your poor Mana Crypt then Daretti triggers and bring back something else.

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