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

landofMordor on Robot Wolf Zoo - In STANDARD! *New*

1 day ago

Sweet deck! Love seeing the little interactions. Have you considered maybe a 2-of for a bigger Vehicle like Consulate Dreadnought, so that you're not tapping Lupine to merely crew 3? You'd be able to take full advantage of Lupine's power.Also maybe Heroic Intervention for control matchups?

That's the only suggestion I've got, though, because this list looks really honed. +1, friend! Good luck

The7thBobba on Grixis Improvise Control

1 week ago

Oh boy... when I said I'd be happy to take a look, I wasn't prepared for this. Standard and control, are two of the things I have the least experience with xp but none the less, I shall endeavour to offer up my 2 cents :)

Improvise enablers:Consulate Dreadnought: cheap artifact for early enabling. Can become a huge threat later on.

Hope of Giraphur: intense value packed into a 1-drop.

Merchant's Dockhand: cheap, can block, and offers a cool card-filtering alternative to improvise.

Augmenting Automaton: cheap critter and enabler, and a pump-able threat.

Prophetic Prism: cheap, can manafix, and nets you a card.

I'll get back to you on other elements like instants and the like ;) stay frosty

kellen.rice on Mardu VeĆ­culos

1 week ago

I think you should add Consulate Dreadnought and Siege Modification.

nicomon on U/B Inspired Vehicles

1 week ago

I was never quite sure about Consulate Dreadnought, so replacing it seems like a good idea. Cultivator's Caravan seems useful, I'll consider adding it.

Happymaster19 on U/B Inspired Vehicles

1 week ago

I also don't know how much I like Consulate Dreadnought here. Without something like Lupine Prototype or some form of cheap animation like Peacewalker Colossus, it just doesn't add much. None of your creatures can crew it on their own and why tap two to three guys to turn one vehicle on when they can all crew their own vehicles? You want cheap crew costs so you can turn all your little creatures into big creatures rather than turning multiple creatures into one creature. Maybe Cultivator's Caravan.

tymaret_the_derp_king on Grixis Ensoul

2 weeks ago

i've found that a nice combination is Siege Modification and Consulate Dreadnought

Deputy_Cofax on NO BRAKES ON THE HYPE TRAIN!

2 weeks ago

(1) I am going to add the spire but right now I don't have the cash, but in a few days I will.

(2) I just like Consulate Dreadnought because it's a 1 mana artifact, but I was considering removing it for another 1 mana creature, but the only one I could see working was Inventor's Apprentice, and Toolcraft Exemplar already does what the Apprentice does but better.

(3) and playtesting has been relatively successful, and the only problems I've run into so far are decks that get set up faster than this one. As for FNM I haven't had a chance yet cause I've been playing with my BG Counters deck.

JerichoDarkstar on NO BRAKES ON THE HYPE TRAIN!

2 weeks ago

Looks like a really solid build. I like it a lot and would love to see what it can do.

I do have some concerns with the deck, but what that means is that I've never actually played with a deck like this before. So, I don't have a good idea of what it can or can't do, or what cards have the best synergies with it? (Aside from the Pro-Tour winning deck, obviously. But a lot of that is attributed to Smuggler's Copter 2.0.

(1) Does you mana fixing hold up? From this end, it looks a little shaky. What's your thoughts on switching Aether Hub for Spire of Industry since you don't have a reliable generation?

(2) How is Consulate Dreadnought? I mean, I know that using Siege Modification makes him a 10/11 first strike swinging in on Turn 3. Or with Peacewalker Colossus he's a 7/11. But how reliable is that? I know he can die to Fatal Push, and that card is running around in almost every deck.

(3) How has your overall playtesting been? Or have you had a chance to take it to FNM yet?

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