Skyship Plunderer

Legality

Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Aether Revolt Uncommon

Combos Browse all

Skyship Plunderer

Creature — Human Pirate

Flying

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.

Price & Acquistion Set Price Alerts

AER

Ebay

Have (1) hosshughes
Want (0)

Recent Decks

Load more

Skyship Plunderer Discussion

zephramtripp on Choice Commanders

2 days ago

Also, consider expanding upon your commander's third ability. Do you want a Skyship Plunderer effect, or do you want to be able to put any random counter on anything? That could be problematic.

landofMordor on We're Gonna Pump... YOU Up!

1 month ago

Maulfist Revolutionary and Skyship Plunderer do pretty good impressions of Vorel, but they can double a player's counters...

Solidarity of Heroes is also Vorel, to a lesser extent.

jawz on Sandwurm Dilation

1 month ago

Some ramp cards I've really come to like are Vizier of Tumbling Sands (possibly with Gift of Paradise) and the Pyramid of the Pantheon - Skyship Plunderer combo.

landofMordor on Need flying creatures!

1 month ago

Skyship Plunderer as a 1-of will potentially double your energy. But G has a ton of flying-hate like Clip Wings too

oMass_Assassin on The Energy of Rhonas

2 months ago

Ah, yes, she definitely loves green and her first deck with a modern stompy deck which is pretty simple; play creatures, pump them up, and win the game! I know she liked blue flyers in the pre-releases we have done and I suppose that is where her affinity for blue came from. Before this deck, we built a bant deck because she liked what bant stood for on Alara. The initial build of this deck had 4 Bristling Hydra and was the main win condition, but the deck was still too slow and lacked interaction. By the end of the game, two hydras would often be in her hand or on board, and usually one is enough to end the game. Because counterspells take some getting used to the timing, we stuck with going lower to the ground and beating decks before they could remove all threats. Giving some creatures flying, or going wider and drawing multiple smaller creatures to play out seems to be working pretty well. Your version does seem very good and Elder Deep-Fiend is a great card, but would take some getting used to for her. We may one day adapt the deck to play them, but for now wanted to keep it easier. I realize that Aether Swooper is not very exciting, but giving two energy when it came in made it better than Empyreal Voyager and Skyship Plunderer, and hopefully the Longtusk Cub or Bristling Hydra can use it immediately. It also can make a chump blocker so you can keep swinging in. As for the side-board, very few cards would actually be used by her and although counterspells would be great, I only left Negate in for control matchups at fnm. I didn't want to give her two options of counterspells yet, and I think Negate is better for her, since she can play a creature basically every turn. She was excited to see the new Nissa, Steward of Elements in her decks colors, so we are just trying it in the deck, but not sure how it will do. Other planeswalkers in the sideboard would be a good addition, but cost a little too much to mostly sit there until she is comfortable with the side board. I appreciate the advice though! Just recently I had her finally okay with adding red which would have made deck building with removal so much easier, but I also tried building this odd build, and I think it is really fun to play a cub, give it flying, and draw more and more cards while adding to the board. It is pretty fun!

landofMordor on Magic: The RPG (Level Up/Proliferate)

2 months ago

I'd put in as many Time of Heroes as you can. Venerated Teacher saves you mana if you have 3 or more mana of level counters out already (he's proliferate on a stick). I'd also add Skyship Plunderer alongside Thrum.

To find space for these, I'd cut Gilder Bairn since it's so much mana to cast and activate. You also have only 58 cards here...so you get 2 free adds! Then I'd consider cutting some copies of your color-intensive 2-drops like Commander and Dragonlord, especially if they're cards you want to cast reliably T2.

DubiousDanish on Bant Humans(Needs Help)

2 months ago

In the case of Skyship Plunderer, has it been reliably getting through for combat damage? If it is not persistently yielding you some +1/+1 counters, then it may be the next creature to reevaluate. In it's slot you have a few options, but if you would like to keep the opportunity for a similar mechanic on a creature Maulfist Revolutionary can do something similar. The double green may be too much to ask of the mana base, but there are some interesting interactions it could create. As an example: a turn 2 Metallic Mimic into a turn 3 Maulfist Revolutionary can yield a 5/5 Trample. So even if you miss your focus card Thalia's Lieutenant you would still have a threat for your opponent to deal with. It would also occur before you would need to face the threat of an Aetherworks Marvel, if you took first turn of course. Just something to consider if Skyship Plunderer shows weakness during playtesting. If the double green is not an option then either of the champions that N4kk1 suggested would definitely fit right in. Out of the two champions I would lean toward Heron's Grace Champion, my reasoning stems from the fact that you're running Always Watching in your deck already.

maxon on A Modern Take on Kiora

2 months ago

JKRice, thank you for checking out my brew, and the suggestions. I think for now, I will leave the mana at 24. Especially 'till I have the rest of the card choices hammered out. I really like the suggestion of Skyship Plunderer. I was considering Thrummingbird, but was thinking the 1/1 body just wasn't good enough as potential blocker. Skyship Plunderer makes me feel a little better about including such a card. I could see a potential Turn 2 being Coiling Oracle, get the free land, then Skyship Plunderer if my 3 drops weren't available. Thanks again for the reply.

Load more