Skyship Plunderer


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

Printings View all

Set Rarity
Aether Revolt (AER) Uncommon

Combos Browse all

Skyship Plunderer

Creature — Human Pirate


When Skyship Plunderer deals combat damage to a player, for each kind of counter on target permanent or player, give that permanent or player another counter of that kind.

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Skyship Plunderer Discussion

abby315 on Curious Mill

4 days ago

I think if you're going for the Fleet Swallower + Fraying Sanity win, it's probably right to focus on only that and take out the other mill cards. Both Navigator's Ruin and Compelling Argument are much, much slower mill options and they actually make Fleet Swallower less effective on its own since there will be less cards in the opponent's library already. :P

Instead, you could add much more card draw to get to Fleet Swallower and Fraying Sanity quicker. If you want to keep the unblockable creature aspect (it kind of splits your win conditions, but I see the appeal) you could go up to 4 Curious Obsession and add 4 Chart a Course for great, cheap card draw, plus maybe 1-2 Pull from Tomorrow to use all the Lost Vale mana on.

It could be a fun option to have a transformational sideboard into mono-U aggro, as in this list, with 4 Skyship Plunderer, 4 Siren Stormtamer (also a consideration for maindeck as it can protect the Swallower), 4 Unsummon, Cartouche of Knowledge, etc. That way people who bring in anti-mill cards will be stranded with useless cards.

A word of advice, though - one advantage of mill strategies is usually that they're creatureless and blank a lot of opposing removal. You'll find this deck is kind of torn between combat damage and milling the library. But the two card win in Fraying Sanity + Fish alleviates that somewhat.

ThatOneGuyUNo on Jeskai Favorable Winds Burn Control

2 weeks ago

I'd recommend Warkite Marauder over Skyship Plunderer. There's not enough counters to not have in the marauders attacking ability. Especially with the burn spells. Swing with a warkite marauder turning a Rhonas the Indomitable into an abilitiy-less 0/1 then shocking it. That's some spicy stuff.

Legendary_penguin_of_death on How 2 infinite turns in STD

3 weeks ago

Saheeli Rai + 2 Skyship Plunderer also goes infinite with timestream navigator.

SlumberingSinh on Yasova Dragonclaw Budget

3 weeks ago

@BROBIWANKENOBI It was sitting on the maybe board, but after testing the deck and realizing I have too much proliferate that end up being dead draws, I put her in over Skyship Plunderer. Thrummingbird does its job better anyway.

Acute19 on Jace and the Sky Pirates

1 month ago

Thanks for your comment!

Jace, Cunning Castaway, Drake Haven, and Favorable Winds makes for a devastating combo. Most decks like to cycle for Drake Haven but this deck mostly utilizes the discard mechanic. With 4 lands you can curve Drake Haven into Jace to produce a drake turn 4 while also giving Jace a +1. If you can ultimate Jace then you're producing at least two drakes per turn. You won't hit this combo every game of course, and it's a little finicky to set up your board, but it's absolutely devastating if you can get it rolling (easier with 4x Jace). Skyship Plunderer helps pump Jace to ultimate as well. They can sweeper your board all they'd like and the drakes will return. That sustaining potential is easily worth the two slots for Drake Haven.

You want to establish a board with this deck but will often get stuck at three lands. Baral is clutch because you can continue building your board while still threatening Censor or Lookout's Dispersal. The threat of cheap counterspells can really mess with people. Counterspells with Baral can also trigger Drake Haven. I'm not attached to Spell Pierce but there always seems to be at least once per match where it would make a game-deciding difference. It's the perfect deus ex machina card.

Chart a Course is awesome cuz you can consistently attack with flyers. Two mana for an extra card is a great deal. It also has added versatility for producing drakes.

I've given Warkite Marauder a lot of thought, but he just isn't right for this deck because there's nothing in Blue (or colorless) that can deal the one damage needed to make full use of his ability. I really like Warkite Marauder but I think he's destined for a Blue/Red Favorable Winds deck alongside Fanatical Firebrand, Enigma Drake, and Rekindling Phoenix. The rest is just a ton of counterspells and burn. All the burn allows Warkite Marauder to topple anything from Hazoret the Fervent to The Scarab God (using Magma Spray). Jace and the Sky Pirates are surprisingly better without Marauder.

Natalbee on winning with loot

1 month ago

If you're not trying to go control, I would probably add some red in there to get a little more aggressive.

Cards like Captain Lannery Storm, Protean Raider, Maverick Thopterist and Syndicate Trafficker could be cool. It would also give you access to some of the cheap removal like Shock and Lightning Strike.

Is Skyship Plunderer in there only for Treasure Map  Flip?


1 month ago

Angrath, Minotaur Pirate, is not a legal commander because it is not a creature. Only Planeswalkers which specifically delineate that they can be used as a commander (example: Teferi, Temporal Archmage), or when they start as a creature (example: Jace, Vryn's Prodigy  Flip).

Another rule of commander is that all cards in the deck must exclusively fall within your commander's colour identity. Colour identity includes both the colorus to cast the spell, and all mana symbols in the text box. Even assuming arguendo your commander is legal (though it is not, as established herein), its colour identity would be Red and Black. Thus, you can only play cards with Red or Black colour identities.

I am well aware Boros Reckoner can either be red or white. Its colour identity is both Red and White--as such, it would be illegal with a Rakdos commander.

The following cards, would also fall outside Rakdos' colours, and thus would not be permissible:

You also cannot use any lands which have non-Red/Black symbols in their rules texts. Vivid Creek, Island, Dimir Aqueduct, Dismal Backwater, Swiftwater Cliffs, and Izzet Boilerworks are all no-goes. The same is true of artifacts, so Dimir Signet, Izzet Signet, and Sky Diamond cannot be used. While Fellwar Stone can produce non-Red/Black mana, because it does not have mana symbols in it, its colour identity is colourless, and can thus be used in any deck.

I think that covers everything. There might be more that I missed. I hope this proves helpful.

xhuggels on

1 month ago

razelfark the basic mountain is a great idea. i got one in my sideboard along with a evolving wilds in case i sideboard something red in there, but kinda forgot Field of Ruin can find lands too lol. such a nub. I also dont thing Skyship Plunderer would work in this deck at all. Fell Flagship is basically just there to give Admiral Beckett Brass a safe means of attack, and i think the extra +1/+0 buff helps the flyers more than having an extra flyer in hand. Its highly inconvenient that it doesnt add to the admirals ability though, and i think its definately the weakest link in the deck. I just feel like pirates in general have very low stats, and the cheaper you wanna go the worse it gets, so every little extra stat you can get is great! Vanquisher's Banner seems really strong too, but with a tempo theme its hard to play a 5 manna card alongside the rest of the theme. I dont like the aerialist suggestion, but i am open to swap out the flagships.

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