Consulate Dreadnought

Legality

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

Freezingfist on Herald of Anguish Mono B Improvise

8 hours ago

If I was trying to shave this down to 60, I'd probably pull the full playset of Sly Requisitioner. I may be wrong, but tapping down your creatures just for a 2/2 seems underwhelming for what you're putting into it. It works well with Syndicate Trafficker, but you're mostly saccing tokens, right?, which doesn't work with the Sly Lady.

Have you tried this build going a little lower to the ground... Maybe pulling Tamiyo's Journal and maybe a couple Consulate Dreadnought for Augmenting Automaton and/or Hope of Ghirapur and filling out the playset of Scrapheap Scrounger. Would give you a more aggressive stance in the early game, pumping damage into Augmenting Automaton or keeping them quiet with Hope of Ghirapur, only to bring it back with Scrap Trawler.

Without access to Siege Modification or even Aerial Modification, the Dreadnought seems like it's taking up slots... and at the point you can crew it, someone already has the game locked down. Just an idea.

Prophetic Prisms and Metalspinner's Puzzleknots could be fun to test with the Trawlies as well... card draw engine and more Improvise fuel.

It's weird to see a mono deck without mass amounts of removal =)

Murphy77 on Not Mardu Vehicles

21 hours ago

The Heart of Kiran/Gideon, Ally of Zendikar combination is not the only killer combination available. Consulate Dreadnought, equipped with Siege Modification is rather nasty. Back this up with a few Peacewalker Colossus, and maybe a Start Your Engines and you have another mechanism that enables you to attack without crewing vehicles....

See what you think of Little People - Big Vehicles.

Riclamin_Silentread on R/W Vehicles

2 days ago

Personally I would straight up cut the Cataclysmic Gearhulk, because it's very counter-productive to running a vehicle deck, which relies on an army of creatures in order to crew the vehicles. I would also cut the Angel of Invention and replace it with Drana, Liberator of Malakir, and change the deck from Boros to Mardu. The dragons are a bit high-cost for a vehicle deck but are still useful to combat fliers, or fly over your opponents ground creatures. I would definitely invest in finding a few Depala, Pilot Exemplars as these are meant to be in vehicle decks. Maybe even change the focus of the deck to be a combination of Dwarf Tribal/Vehicles. Toolcraft Exemplars, Veteran Motorists, Renegade Wheelsmiths and Gearshift Aces would all benefit from Depala, Pilot Exemplar. And with Drana, Liberator of Malakir in there as well, every time she hits your opponent, all your other attacking creatures get bigger, allowing them to crew more powerful vehicles. As for vehicle suggestions, I would be on the lookout for some Skysovereign, Consul Flagships and Consulate Dreadnoughts, as well as more Peacewalker Colossus'.

lords2001 on Gentlemen, Start Your Engines!

3 days ago

Ok. Budget may vary changes. My brother played R/W vehicles and has done very, very well from it (dual 4-0 FNM since release of Aether Revolt).

Heart of Kiran + Depala/Toolcraft/Veteran is very solid. At least a +2 of and a -2 Sky Skiff who just doesnt cut it as well.

+1 Fleetwheel Cruiser for -1 Ovalchace Dragster - it is just better and requires no crewing. Oh, and it can survive a thraben inspector/sylvan advocate chump block.

+3 Peacewalker Colossus for -2 sky skiff and -1 ovalchase dragster - it can crew any vehicle for 1W. It can be crewed if you need it to. They can also have 2 of them crew each other with good results.

Maybe +1 or two Consulate Dreadnought to replace Renegade Freighter as it cleans up shop with a Start Your Engines or a Peacewalker Colossus.

Sideboard - Siege Modification vs non black (as Fatal Push is your worst enemy, and having something pushed with Siege Modification makes it a 2 for 1 loss) but you can quite easily turn 4 clock someone with it and Consulate Dreadnought.

Gideon, Ally of Zendikar against control as they hate it. 1-2 more Start Your Engines vs midrange - heck you are running 15 vehicles or so mainboard - maybe find room for 1-2 more of these bad boys. Turn 4-5 play will often come close to GG.Maybe Welding Sparks vs bigger creatures. Harnessed Lightning and Stasis Snare can also be exceptionally handy.

Hanweir Battlements x2 can be in the mix to give haste. Heck if you do that Hanweir Garrison can be amazing to play - attack, maybe just trade for something similar but keep the extra tokens or at least force blocks - and if they don't or can't it gets out of hand. Heck, if you meld it, its a clock all of its own turn 6 - it goes big and nasty, and most people just cant recover. This is the least solid of the advice that I give- it is always a gamble.

Anyway, good luck and let us know how it gets on.

Xyrael on A Clockwork Orange

4 days ago

NomadArtificer Sorry about the delayed reply, it's my definitely my fault. While I like Consulate Dreadnought it can be blocked every turn by a single 1/1 creature. Every vehicle in this deck either has trample or flying.

Xyrael on A Clockwork Orange

4 days ago

NomadArtificer Sorry about the delayed reply, it's my definitely my fault. While I like Consulate Dreadnought it can be blocked every turn by a single 1/1 creature. Every vehicle in this deck either has trample or flying.

CrimsonLiege As for you moron.

Burn from Within, 3x Declaration in Stone, 3x Harnessed Lightning, 2x Release the Gremlins, 3x Ride Down

See that? That's 12 removal cards in my SB alone not counting:

3x Immolating Glare

That's 3 in the main for a total of 15. Here's a thought: if you have nothing to contribute, even if all it requires is ONE brain cell... Then keep your idiot mouth shut and learn to know what you're talking about.

Argeaux on Craig Wescoe's Dogs in Boats

4 days ago

I would think that Consulate Dreadnought is the heart of this deck and I can't see that you won't Crew it on Turn 3, most of the time.

A 7/11. On Turn 3.

Unfortunately this is where one of the weaknesses of this deck sets in as you can one shot it with Fatal Push, which most people are playing.

There is a bit of a backup plan with Lupine Prototype and a lot of smaller Creatures hitting the field. Which you can make Unblockable or give Flying to.

There are a lot of options for protecting your stuff.

Unfortunately the deck doesn't have any real ways to disrupt its Opponent's plans, so it might not work if they are trying to out aggro it.

Counter spells and board wipes are going to severely nerf it, as well.

I would think that Control would be its worst matchup. That gets played quite a bit in my local meta, but I would hazard to guess that doesn't hold true across the board.

Geo67 on Craig Wescoe's Dogs in Boats

4 days ago

KaraZorEl, I think Consulate Dreadnought is in because you can cast it for one colorless, it's 7/11 and with Key to the City, or Gryff's Boon it is tough to stop.

Sure it has a high crew cost, but two, one white mana Toolcraft Exemplars, can crew it, or one Lupine Prototype with a Stitcher's Graft. A vehicle that size really puts pressure on an opponent, and can race with the fast Mardu vehicles decks.

Plus, it's a cheap to buy vehicle, and you know, this deck has some jank cards working well together. I think a lot of it is the fun factor.

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