Depala, Pilot Exemplar

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
Kaladesh Rare

Combos Browse all

Depala, Pilot Exemplar

Legendary Creature — Dwarf

Other Dwarves you control get +1/+1

Each Vehicle you control gets +1/+1 as long as it's a creature.

Whenever Depala, Pilot Exemplar becomes tapped, you may pay X. If you do, reveal the top X cards of your library, put all Dwarf and Vehicle cards from among them into your hand, then put the rest on the bottom of your library in a random order.

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Depala, Pilot Exemplar Discussion

greatdevourer on All Hands on Deck

1 week ago

Let me start by saying that I think you have a great theme and you've done a great job of sticking to your theme elements.After going over your list, here's the recommendations that I think might help you.

Cards to take out (to get down to 100):
Golem Foundry is just a weak card. It is kinda nice getting a golem token for casting 3 artifacts, but I've never been happy playing that card. It always ends up feeling like a waste of board space.
Metalwork Colossus is really nice, but with all of the vehicles and other creatures, it seems kinda mana intensive and you're not really working on a sacrificing artifact theme.
Blinkmoth Urn is symetrical, meaning it helps you opponents as much as it helps you. Yes, you may have more artifacts than them, but do you really want to give your opponents free mana? And they get that free mana before you do.
Darksteel Juggernaut is a great card in a draft, or in another deck where you're primarily focused on attacking each turn. But the requirement of attacking each turn makes this card feel like it doesn't fit.
Sram's Expertise is cute, and I understand why it is in the deck but a few 1/1 tokens seems kinda weak for this deck.
Chief of the Foundry helps out the vehicles, but not the dwarves.

Those initial cuts gets you down to the 100 cards for Commander. Now to make the deck a bit stonger.
These changes might help make your deck more resilient againt various opponents. Obviously, you'll need to temper these recommendations with your collection, budget, and local metagame.

I'll start with lands. Nine (9) out, Nine (9) in.
Take out:
Spinerock Knoll, Better in a combo deck.
Shinka, the Bloodsoaked Keep, Not enough legends
Wind-Scarred Crag, Boros Guildgate, and Stone Quarry come into play tapped. You have too many lands that come into play tapped and it slows you down.
Drifting Meadow, Forgotten Cave, Secluded Steppe, Smoldering Crater, the cycle lands are nice in a deck with lots of graveyard recursion or when you're focused on cycling cards. But you're deck isn't set up for those things and these are just more lands that enter the battlefield tapped and slow you down.
Kabira Crossroads for it. The 2 life usually isn't enough in Commander games to make a big different.

Put in:
4 Plains
2 Mountain
Sejiri Steppe is something to consider. And the Boros Garrison makes it better.
Move the Rugged Prairie and Sacred Foundry to the mainboard from your maybe board.
Don't ignore the plain old basic lands. Even if you just use a couple of each. You never know when an opponet will play a "Every seach for a basic land" card and you're left out of the party.

I would also consider Holdout Settlement and Springleaf Drum to help take advantage of Depala, Pilot Exemplar's ability to load your hand with creatures and vehicles. Remember that you can tap a creature with summoning sickness to activate the Settlement or the Drum since you aren't activating the creature's ability.
Lightning Greaves is a tough card to consider. Yes, it is a great card. But does it really help that much? You aren't themed around equipment. I would drop in in favor of something that helps more often.

One-shot effects like Built to Last and Built to Smash are not really good in a multiplayer game.

I hope these suggestions help give you some ideas. Let me know what you think. Feel free to look over my decks and let me know what you think of the suggestions.

MoGoose831 on Dwarf tribal

1 week ago

I was planning on making a dwarf deck! Depala, Pilot Exemplar looks like a ton of fun!

I would highly recommend at least some of the r/w dual lands.

Also some tribal buffs like Door of Destinies, Coat of Arms and Obelisk of Urd to beef up your stocky little guys!

0ffensiveWombat on Initial D(epala): Aether Stage

1 week ago

You make some good points strembl7!I will leave the cards in the testing section in my description mainly because I like people who may want to build the deck to have options. Even if I never end up using them, these cards stand as options for later in case I get bored of the current build which I currently have a physical deck of. Dispatch may never be used, but as of now I really like the idea of using Jor Kadeen, the Prevailer as my commander if I get bored of Depala, Pilot Exemplar.

Whiskerbro on Baby's first artifact/vehicle deck

2 weeks ago

Yeesh, this definitely seems like a pretty scary place to start. If this is a deck for a new player, I would definitely cut down on the number of colors you are running. A deck that is running not just 3, but 4 colors definitely does not seem like the place to start. I'd try to drop it down to just 2 colors, maybe red and white as they work best with vehicles. I would then increase the number of copies of each card and try to smooth out the gameplan and mana curve of the deck. Maybe get like 4x Veteran Motorist, 4x Thraben Inspector, 4x Toolcraft Exemplar, a couple more Depala, Pilot Exemplar and then some good vehicles. Try to make a nice curve with varied mana costs, just using whatever else you have. None of these cards cost more than a dollar, and 4-ofs of each of them shouldn't cost more than 5-10 bucks. This should give your friend a pretty good place to start learning magic from, playing a deck with a good curve and defined gameplan.

sonnet666 on [List - Multiplayer] EDH Generals by Tier

2 weeks ago

Lets not go that far... She's still a 4 drop that can blow up all lands and pull dragons out of your hand afterward.

The better question is why she's not T2.5. We dropped her to T3 because she was at the low end of T2 and ".5 tier were never going to happen," but then we made T1.5 and T2.5 and never bumped her back up. I think it's pretty fair to say that Kaalia is about the same level of competitive as Anafenza, Bruna, and Queen Marchesa, for instance.

There's actually quite a bit that could be corrected about the lower tiers right now:

thegigibeast and NarejED Haven't been commenting here much recently though, so it might take a while to agree to and implement any changes right now.

0ffensiveWombat on Initial D(epala): Aether Stage

4 weeks ago

strembl7: Good to see another Depala, Pilot Exemplar player out there! Always good to know I'm not alone in this horrible world of combo-happy luck sacks. Okay then, onto the suggestions.

Believe it or not, I mainly stuck to Depala at first for the extremely strong theme she supports. Personally, I've always loved heavily themed decks and pretty much avoid anything that's description is "just value". That being said, when I started playing Initial D(epala) in 2-3 player games, I was heavily impressed as it did a lot with it's budget. Now since I do typically play the same 3 or 4 people in my EDH playgroup, I've been heavily influenced by our local meta. My friends and I all like making decks at less than $200, but we make a lot of them (I think I currently carry 4 completed EDH decks, the most expensive being $250) in order to keep it fresh and try new things. We're also pretty strict on our spikiness policy. Themes like hatebears or infect are really sensitive topics in our group since we mainly stick to fairly noncompetitive decks or ones that are competitive, but don't rely on un-fun mechanics or cheesy rules. That being said, cards like Grand Abolisher and Aven Mindcensor are pretty mean to other people (and not a single person owns a Demonic Tutor), and since I like keeping my friends in my playgroup, I think I'll pass. Next is the moon effects, which are not only pricey, but more or less ineffective. Believe or not, my group has this thing with dual lands that mainly involves not a lot of them. I think the only deck in our meta with large amounts of duals is my friend theicyhandofdeath's Progenitus deck (TASTE THE RAINBOW). Most people like the good ol' lucky basics.

Okay, now for the other dudes. Containment Priest could work, but no one happens run those kinds of effects. Now I will say this, if one day someone got a competitive Mayael the Anima deck together, I would be SO on that. Taurean Mauler is a card I've thought a lot about, but ended up not running because its a staple (and everyone running the same handful of cards is boring) and that I don't need anything bigger than 6 to crew a vehicle. Recruiter would work, except i'm not running answer creatures like, say for example, Containment Priest. Wheel of Fortune looks really good for this deck, but wait... it's $50. Ethersworn Canonist would end up being a HUGE MISTAKE as 2 of the decks played in the meta are Memnarch and Hope of Ghirapur.

Of all the cards you recommended, I really like Fell the Mighty. The vehicles' ability to stop being creatures every turn can lead to some huge plays, and this is a card suited to abusing just that. I intend to add it to the maybeboard for internal testing. Thank you for your time and insight, I always like seeing how EDH is different for other playgroups. I'll take a look at your deck since you took the time to do the same for mine.

0ffensiveWombat on Initial D(epala): Aether Stage

1 month ago

n0bunga: Thanks for the upvotes and suggestions! Initial D will always live on from it's fans of the anime and the games.

Ok, into the suggestions. So here's the thing with those moxes and mana rocks: they're expensive. This deck was made as an attempt to make the best use of the vehicle mechanic, which for the most part is really cheap (thanks a lot Heart of Kiran). Now I'm not going to judge someone that runs them, but this specific build of depala has a really low curve with not much to ramp into aside from Darksteel Forge. I suppose you could take out some early game threats for more rocks, but it seems disadvantageous. As long as this remains the case, I think the measly signet and Sol Ring will do.

Next is the general suggestion of Myr. The reason I'm not going to run them (or any other creature type for that matter) is that they aren't dwarves. As long as that's case, I can't draw them with Depala, Pilot Exemplar's . And, if you look carefully, that is really the only card draw source this deck has, and i'd rather not compromise it for a few extra abilities. Finally is Depala's Lord ability for dwarves. +1/+1 Is a big number, especially when you really want to hit some larger crew numbers.

Thank you so much for the suggestions. I hope this clarifies my thought processes for you. If you don't like my not inclusion of certain cards, feel free to make a copy of this deck and share it with me so I can see how it goes. Initial D may be over, but it will never be forgotten!

Orion93 on Standard Artifacts

1 month ago

Well the best vehicle right now is Heart of Kiran but holy cow man it's a $20 card.

Usually the better creatures in a vehicle deck and some of the most played are, in this order:Veteran MotoristGearshift AceDepala, Pilot Exemplar

But you can use any creature to crew. Those are just the most common because of how they boost your field or state of play.

I've been playing around with a combo using Mobile Garrison , Quicksmith Rebel , Spireside Infiltrator and a bunch of Implement of Combustion.

Lots of tap for damage, untap with mobile garrison and tap for more damage then sacrifice the implement to deal more and get to draw. It isn't great and really that's about all I've got so far haha but it's just one of the ways to use vehicles.

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