Skysovereign, Consul Flagship

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
Kaladesh (KLD) Mythic Rare

Combos Browse all

Skysovereign, Consul Flagship

Legendary Artifact — Vehicle

Flying

Whenever Skysovereign, Consul Flagship enters the battlefield or attacks, it deals 3 damage to target creature or planeswalker an opponent controls.

Crew 3

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Skysovereign, Consul Flagship Discussion

backinajiffy on Colossus Parties in Tortola

1 day ago

Seems legit. I feel like it needs 1 drop artifact HARD if you want to get out colossus on turn 4/5 though. You options for this could be Renegade Map, Pacification Array, Hope of Ghirapur, Honed Khopesh, Bomat Courier

I also don't like Skysovereign, Consul Flagship In here because by the time you get him out you either won't be able to crew him or won't need to because your other creatures are stronger without him. Maybe throw in one copy of Battle at the Bridge so you can deal with Hazoret the Fervent instead

soikkam on Treasuret - Board-clogging Treasure Midrange v2

1 day ago

Sorcerous Spyglass earns its place in the board, but Id rather not run a maindeck answer that is answerable to Abrade. Especially for something as important as stopping opposing planeswalkers, Skysovereign, Consul Flagship, etc.

Vraska's Contempt is good a catch-all that is definitely needed to survive.

DashJovis1 on Sky Pirates

2 weeks ago

I really wanted to find room for treasure map , but I eventually felt I had to cut it. For the first three turns its just scry 1 for one. What would I cut for that?

If I cut the control it becomes hard to protect my key pieces. If I cut my aggro it hurts my speed and makes Raid too risky. If I cut mana for something that might maybe become a land, if I pay mana into it, then I'll end up mana screwed. I could cut the skyships, but Heart of Kiran is really good with Pirate Jace and raid, and Skysovereign, Consul Flagship is just value.

In test draws, Jace filters quite well, and Pirate Bob draws cards like a boss. And the mana base is super balanced, and fixing isn't hard with 4 Unclaimed Territory and two Aether Hub. Usually casting Beckett isn't a problem, and when it is I'll just discard him with Jace. Treasure Map just seems too slow and requires too much investment to pay off. Might change my mind in testing when the set comes out.

Skyship Plunderer seems good, but doesn't fit in this deck. I don't want to restack the deck just to make it token based, and it's competing with all the things it would help. Storm Fleet Aerialist or Jace could become Plunderer slots, but then what's the point? If I drop Pirate Bob I lose value, and then Jace becomes less reliable, because you need cards in hand for his +1. Admiral Beckett Brass and Fathom Fleet Captain are the only cards that reward me for being tribal, and are way better in the late-game than the plunderer. And Hostage Taker is high value, and one of the only reasons I'd want more energy counters.

Skyship Plunderer could work in a deck with 4 Metallic Mimics, 4 Storm Fleet Aerialist, and four Deadeye Tracker plus a planeswalker to target. But that's a totally different deck structurally. This deck is more about stripping away their hand with Duress and Kitesail Freebooter, gaining card advantage and deck control with Jace and Ruin Raider, eliminating their creatures with Fatal Push Hostage Taker and Skysovereign, Consul Flagship, and countering their control options with Spell Pierce and Siren Stormtamer. Then Beckett Brass, Skysovereign and the Captain are late game options to help press turn my advantage into a win. The fact that pirates have to attack attack attack to do that is just a side effect of the tribe.

Argy on Ixalan Spoilers

3 weeks ago

Skysovereign, Consul Flagship seems better than


to me.

I'd rather have something that flies and deals damage, than something with Vigilance.


Wizards explain to me why is only allowed to have Spirebluff Canal and Highland Lake, when gets Canyon Slough and now Dragonskull Summit.

Why won't you replace Wandering Fumarole with something decent?

Argy on Speedway Champions

3 weeks ago

It's always difficult to know how a deck is functioning irl, so I don't mind the questions.

As long as they don't turn into a long, drawn out discussion where I have to repeatedly explain why I have chosen to build this deck the way I have.

You must understand, I've been playing a version of this for four seasons, and it has been going gangbusters.


This is not a Control deck. The Counter spells merely stop people from getting rid of Skysovereign, Consul Flagship, or another significant piece, in the late game.

It is not an Aggro deck, either.

It is a mid range Artifact Tribal deck.


Chief of the Foundry doesn't provide much pump in MOST decks.

What you have to remember is that it pumps MOST things in this deck.

So it's not ONE thing hitting you for an extra +1/+1. It's FOUR things hitting you for an extra +1/+1

It's Aethersphere Harvester providing an 8 point swing instead of a 6 point swing.

It's Untethered Express hitting you with 6/6 Trample damage the first time it attacks.

PLUS Scrapheap Scrounger is now a 4/3, another Chief of the Foundry is a 3/4, etc.

With that being the case, subbing other spells for Creatures is counterproductive.


If I happen to need more draw I put in Padeem, Consul of Innovation.

If I need removal I can bring in cards from the Sideboard.

I was wondering if Abrade would shut this deck down. It doesn't.

Due to the fact that I have so many Artifacts, if they get rid of one it doesn't matter that much.

Or I simply Counter it, hence why those spells are necessary.

Hope that all makes sense.

Argy on Speedway Champions

3 weeks ago

I should say that I've been playing this deck, in different forms, for four seasons now.

let me run Wandering Fumarole, which was important if all your Creatures die as it can Crew everything.

I'm trialling Cradle of the Accursed in its place, and that seems to be working.

Outside that, the Haste offered by Speedway Fanatic is important.

So is having Counter spells in the late game, to protect Untethered Express, and Skysovereign, Consul Flagship.

I do NOT wish to make a generic Dwarven Vehicle deck.

This deck is to be thought of more as an Artifact Tribal + Vehicles deck.

JassemT on Jund Negative Counters

1 month ago

Mr. Bombastic. Thank you for your suggestions, and taking the time to jot them down. I've gone through them, despite having tried some of this when I first built the deck, until I see some of this on paper I can't be certain of some things. Though there are some of your suggestions that which I've already play tested through, which have worked they're ways out.

For your mana section. Attune with Aether, Aether Hub, and Harnessed Lightning have already been play tested out. Their usefulness is lost against Solemnity, which is a commonly sideboarded card against me. Most of the deck can be worked around Solemnity like Cut / Ribbons where Harnessed Lightning fails, and I do have enchantment removal. But, having it in the deck doesn't mean it's in the hand when needed. Also, 3 more lands is unnecessary, especially if you recommend 4 Attunes; cause this will cause the deck to flood out. (Take it from the person who plays the deck.) I'm noticing I have a rare mind set on mana, and I'm a rare person who is willing to take a chance at a slower pace Mana, for the other odds of untapped dual land entry. If I get a Blooming Marsh, one of the "Show Lands" and a Bicycle Land. I can turn 1 a Soul-Scar Mage and turn 2 a Hapatra, Vizier of Poisons. Let's stop there with that example. But I've had plenty of games of getting to 5 mana, all duals, and entering all untapped or the first one being tapped. I can live with that. Plus, the ability to ditch the Bicycle lands later, or pitch them with Hazoret the Fervent is nice.

For the Creatures section. Ammit Eternal is a strong creature. It synergizes well with only some of my deck. I can't speak for yours. With out Hapatra, Vizier of Poisons or an Obelisk Spider out, there isn't too much pay off to the Ammit. Which to skip ahead, if you haven't tried the Spider I would recommend it, especially if you get 2 of them out together. It's not just a synergy piece. The Spider helps deal with flyers, slows down RDW, and can survive a Sweltering Suns, much like an emptied Channeler Initiate. Hapatra, Vizier of Poisons is a key piece to the deck, can help get things started or can help catch up mid-game. Though once she's unable to get through to hit the player, her usefulness wears out. Unless there is an Ammit out, then I get a snake each time the opponent plays a card. Haptra can also recharge the Channeler Initiate, which is fun and helpful. Now I will humbly disagree with you on the Harsh Mentor. I would imagine some of this has to do with local meta. Against Man-Lands, B/G Energy, Electrostatic Pummeler, RDW's Ramunap Ruins and sh*t like that, he's a life saver and usually the "unsung hero". Plus, not EVERYTHING has to be synergistic. If that were the case, the version of this deck that's primarily Black and Green is more synergistic. Yet, the ones I've played against can't complete, even though they can compete. Same thing back to Hazoret the Fervent. Not every piece need be synergistic, some just helps win or close the game. Now I'll be fair that Samut, Voice of Dissent is really just a curve and flavor card, much like Glorybringer (Even though a Glory, with a Soul and Hapatra is fun.. but a lot of effort just for a snake.) If I make the Green/Black version of this, the Crocodile of the Crossing is a shoe in. But I'm not, so he isn't. He gives me snake, a single moment of drain, or a charge on the Channeler... I'll take Indestructible over that.

The rest section. Sweltering Suns doesn't have to only be fired off with a Soul-Scar Mage, Hapatra, Vizier of Poisons and an Obelisk Spider out. It's has a great use of clearing out insane boards like RDW's, Zombies, and that crazy B/W Token-Death-by-a-Thousand-Cuts. So, it's not really a dead card, perhaps just one that needs more experience behind it. Plus, it cycles for those few times when my board is crazier than theirs. For your thoughts on going wide, I think you've failed to notice that there is NOT a Nest of Scarabs in the deck. It was, then got worked out due to the value of Deathtouch against a Bristling Hydra. Sometimes I can go wide with some snakes, but they're more for defense purposes. For the Skysovereign, Consul Flagship, it is a new addition to the deck but it's done some work. You seem to be contradicting yourself at this point, where you mention going wide yet feel there isn't a way to crew 3. Ever seen a Skyship piloted by 2 snakes and a spider? It was hilarious. My next act will be Prowessing up Soul-Scar Mage to crew. Also, the damage it deals synergizes very well thanks to the Soul-Scar Mage, in the same way Glorybringer, Chandra, Torch of Defiance's -3 ability, and Samut, the Tested's -2 ability does. It doesn't have to kill everything, even if it just makes things smaller. An Exerted Glory with a Soul turns Rhonas and Kefnet into 1/1, kills Hazoret, and turns Oketra and Bontu into over-hyped 0/2. For Samut, the Tested, it comes back to mixing it up. Her -2 ability can produce 2 triggers of a Hapatra or Spider, whereas Chandra's -3 only produces 1 trigger. Her +1 ability on Hazoret is a kick in the teeth. Also plussing her on Soul-Scar Mage and swinging in with just him is a great way to catch people off guard, whether they block or not cause any or a combo of Shock, Abrade and Blur of Blades can sneak through more damage than was expected. Oops, the Blur of Blades is a sideboard update I've yet to do. I'll tweak this in the evening.

Again, thank you for the recommendations and suggestions. I hope I addressed some of them in a meaningful and explanatory fashion to at least help explain my rationale. Something I should put in the Description perhaps, is that this deck isn't meant to be all things negative, the G/B version is more so. This deck utilizes a lot of key Neg abilities to survive, have blockers, and kill Gods and Hydras. Most of your suggestions would more change the deck, rather than improve it. A friend of mine has built the G/B version that contains the stuffs you've mentioned. He's working to splash Red for.. well, red stuffs. I'll certainly put your thoughts to paper to see what it looks like, though my expectations will be based on comparison.

As a small point of fact, the FNM that was the day before your post, I took this exact mainboard to 2nd place in a ~16 ppl field, if that helps give you some confidence in this rig.

Thank you for taking the time to read this.

JassemT

MrBoombastic on Jund Negative Counters

1 month ago

Several suggestions -

Mana base:

  • First off you need to include more lands, at least 24.

  • I'd play 4x Attune with Aether on top of your 21 lands. This fixes your mana and gives you access to both Aether Hub and Harnessed Lightning, which seems better than Cut / Ribbons. Attune does demand more basics, but that is fine, since we want to play on curve and therefore not have too many lands that ETB tapped. Having a lot of lands to cycle away lategame generally isn't worth the loss of tempo.

Creatures:

  • Ammit Eternal is a strong creature, which synergizes well with our deck. I'd definitely play the full playset. Same thing with Hapatra, Vizier of Poisons. I know she's legendary, but she will eat loads of removal. You should be quite happy about the games where you get to keep a spare in hand. Channeler Initiate should also be a playset due to great synergy.

  • People expected a lot of Harsh Mentor, but he proved to be less than worthwhile. We're not an aggro deck and he synergizes in no way. Out. Same with Hazoret the Fervent and Samut, Voice of Dissent. Great cards, just not so much here. All three should go. Crocodile of the Crossing is a great alternative to Hazoret, given that it can attack the turn it enters and it has -1/-1 counter synergy.

  • I personally do not care much for Obelisk Spider. It looks grindy and doesn't seem to do much by itself except for leeching a bit. I haven't tried it out though, so I might be all wrong on that one.

The rest:

I really like the idea of Soul-Scar Mage in a deck that revolves around negative counters. Hopefully this will help you improve it.

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