Shadowed Caravel


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Rare

Combos Browse all

Shadowed Caravel

Artifact — Vehicle

Whenever a creature you control explores, put a +1/+1 counter on Shadowed Caravel. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)

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Shadowed Caravel Discussion

audiofission on Dora the Explorer! Ixalan Style

5 days ago

i have an explore deck going too. this one is most similar to mine. I dont really run with the Tomb Robber I've been meaning to add 3 Shadowed Caravel to the deck, but i really like the Lifecrafter's Bestiary a nice scry before laying any exploring options i limited my Deadeye Tracker to 2 and my Enter the Unknown to 3 so i could add in a couple of Blossoming Defense to protect my larger creatures later in the game

gavoryn on Explore Your Options

2 weeks ago

Tested this deck out quite a bit this weekend. Here are the things I noticed:- Arguel's Blood Fast  Flip is absolutely amazing. I ran 2 copies...I was always hoping to draw it. Should you run more? The downfall is drawing multiples as dead cards, unless they remove it.- Jadelight Ranger is maybe the best card in the deck? I won a game when the managed to disrupt every piece of my combo simply because I stuck a couple Rangers and then they beat down my opponent.- I considered cutting Shadowed Caravel, but they almost always overlook it as a threat until it's too big to deal with. Maybe we don't need 4 copies though.

JonahPwnsIain on B/G Explore

3 weeks ago

Mrsmileyface23 Having played an explore deck at my local FNM (before Rivals) I can say that is true. Although this deck does have a 4x Blossoming Defense. To further protect your creatures you could remove Shadowed Caravel and mainboard Heroic Intervention or run something cheap like Hapatra's Mark.

mordeekin on Dora the Explora

1 month ago


A few suggestions. Drop the Tomb Robber. They are nice if you have a lot of cards in hand you want to get rid of, but by the time you manage to play it, it will just be wasting resources. I would also drop the Seekers' Squire. In these slots I would put 2x Heroic Intervention. Control is going to dominate the game with the hard nerfs received by Ramunap. Control currently favors white for the 3 boardwipes they have. A single boardwipe ends the game for you, and will be nearly impossible to recover from before they win. I would also increase your Shadowed Caravel to 4. This card is your main wincon. It can get HUGE in your deck, but only if its out early enough. Then put 4 Lurking Chupacabra in. This is your only way to deal with god cards, and a great removal by itself when the rest of your deck is considered. -4/-4 to anyone, whenever you play Jadelight Ranger.

Best of luck!

Darsul on Explore

1 month ago

Hey I've played around with the explore ideal a little too. Walk the Plank is going to be weak, fishes will now see standard play. You could put Dire Fleet Poisoner in its place. No Shadowed Caravel? Maybe Lifecrafter's Bestiary for card draw?

GL hope you find somthing that works

Hexcimal on GB Explore*Ascend

1 month ago

The explore mechanic looks really fun, and Wayward Swordtooth is an excellent card to get all of the lands you draw from it onto the battlefield. It looks like a good beginning, but could benefit from some solid refining.

I think Deadeye Tracker will be a better card over Tomb Robber, since it doesn't inherently provide card disadvantage, can be played sooner, and can remove threats from your opponent's graveyard. Perhaps a split between the two of them would work as well, until the value of Tomb Robber has been properly examined. Enter the Unknown seems stronger in the slot designated for Commune with Dinosaurs, since the latter card functions better in a deck with heavier Dinosaur themes. Additionally, I don't believe Tendershoot Dryad will see much play in Standard given its relative weakness to most common forms of removal in exchange for its high cost.

Duress and/or Lost Legacy should be considered for the sideboard, when you run into difficulties against control decks. Fatal Push is a premium removal card for any deck running black and should be considered as a full play set in your 75, as well as a couple copies of Vraska's Contempt, which will be your best play against indestructible creatures. Additional cards to consider include Merfolk Branchwalker, and Shadowed Caravel.

Good luck with the deck and I hope it turns into something you enjoy brewing.

Waffles13 on Mono-Green Explore

1 month ago

my problem with Shadowed Caravel is it doesnt trigger Path of Discovery, it doesnt work with Enter the Unknown if I cant crew it (or any other spell), I can't cast it from deck with Vizier of the Menagerie, and it won't trigger Rhonas's Monument nor have reduced cost. Yes it can grow and essentially turn a 2/1 explorer into an X/X but I feel like it doesn't synergize with anything else and I'd rather get the value from having an actual creature.

I did some play testing with Animation Module and I don't think it does anything better than Vizier of the Menagerie. Vizier is "card draw" and can work independently. Animation requires Path of Discovery and explore creatures to function. You can run out of explore dorks and then animation is dead on board. Animation is also a dead draw late game if you already have one on board. I'd rather have a couple extra slots in the deck for creatures and I believe Vizier does the same thing with less set up. However, Animation has insane value if everything is set up properly and could be a really fun deck if it was consistent.

backinajiffy on Mono-Green Explore

1 month ago

Waffles13 Shadowed Caravel is definitely not FUN to play on turn 2 since its really a future investement. You don't need more than 2 of them. The dream is to play it turn two then pump out explore creatures for 3-4 more turns thus giving it at least 4 counters.

I personally don't like the card a ton, but explore needs as much synergy as possible because the mechanic ALONE on a creature isn't very strong. If more rival of ixilan spoilers come out that allow the deck to work without this I'd say replace that shit.

And Path to discovery is soooo late game I'm also a little unsure on it. It feels like it goes in a deck that wins on turn 10-15 where explore doesn't scale THAT late... maybe more like 8-11 turn win time. Either way, it would be pretty cool to get that out somehow.

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