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Skysovereign, Consul Flagship
Legendary Artifact — Vehicle
Whenever Skysovereign, Consul Flagship enters the battlefield or attacks, it deals 3 damage to target creature or planeswalker an opponent controls.
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Skysovereign, Consul Flagship Discussion
3 weeks ago
After playing it for three weeks now, I've had a couple realizations:
2) I'm struggling to find a good 4-drop finisher in red and black right now. Fleetwheel Cruiser is nice the turn it comes down, but after that you have to give up another attaching creature just to swing with it. Tried Skyship Stalker as well but it's just too expensive at 5 mana for a 3/3 flying haste.
3 weeks ago
Love the deck +1. Got some flavor based ideas... Skysovereign, Consul Flagship, Gild, Treasure Trove, Treasure Cruise, Treasure Hunt, Treasure Keeper, Ghost Ship...not sure about that last one even though its a sweet looking ship...its not very good, lol. Happy gathering!
4 weeks ago
The control match-up has a lot of subtleties that are important. While it's definitely a positive match-up, there's a lot of small decisions to be made. Because I don't know your background as a magic player, I'm going to start with basic concepts for the match-up, some of which you may very well already know, and go from there.
Our game plan basically remains the same.
Drop Artifacts turns 1-3
Play Improvise cards turns 3 on.
Being on the play or on the draw is going to significantly change the pace of the game due to the cost of the control opponents counter spells. For example, on the play, playing a turn 3 Maverick Thopterist is a great play. On the draw, however, it's just asking to get countered by Disallow/Void Shatter. On the draw, I usually will wait until turn 4 to play a Thopterist, even if I had the opportunity to play it turn 3, taking turn 3 to play something that is insignificant or not cast anything at all. This is because of your control opponents game plan. Ideally, they would counter our turn 3 play and then cast Glimmer of Genius turn 4. By declining to cast anything turn 3 it makes them have to decide on turn 4 between countering our play and using their mana inefficiently or letting our threat resolve and casting their Glimmer. This is just one example of how to make the game more awkward for your control opponent. Every time you cast something, it needs to be deliberate. You need to figure out your turns ahead of time and make a game plan. Don't feel too pressured to make the first move, and if they are countering your artifacts, that's a counter spell out of their hand that isn't hitting a Bastion Inventor.
Speaking of Inventor, he is your absolute best chance of winning, and the entire game revolves around resolving him. Not only will Inventor win you games, but the threat of casting him will. What I mean by this is that because of how powerful he is, your opponent must respect that they could lose the game if they are caught without a counter spell in their hand, or by tapping out. This means that as long as you have any amount of pressure, it will be risky for them to remove your creatures in your combat phase, because of the threat of playing an Inventor in your second main phase. For example, even after turn 6 when they have Torrential Gearhulk mana. You can make really "bad" attacks with servos or Thopterists without caring if they drop a Gearhulk to block, because if they do it means they tapped out and you can land an Inventor.
These are your best cards in the match-up, in order of least to most impactful:
Whir of Invention is probably the sixth best card, but you could make an argument for some other cards too. Being able to do this at the end of their turn is great. Never Whir for a vehicle in this match-up, they are not even close to being more valuable than the other artifacts in the above list. Prioritize Key to the City, then Pacification Array, then Inventor's Goggles. The first copy of each of those cards is worth more than a duplicate of any of them, unless you suspect artifact removal from your opponent, then it just depends on the game.
A quick explanation of why these artifacts are so good:
Key to the City is a work horse in this match-up. Once you have one in play, your improvise cards no longer cost a card and you can grind your opponent out of counter spells. As if that wasn't enough, it provides unblockable to Inventors.
Pacification Array makes it very hard for your opponent to touch you. With only Gearhulks (and Dynavolt Tower) as their win condition it's extremely hard to get damage in. And if you run out of improvise cards to tap your Key, Array can do that with it's ability too.
Inventor's Goggles makes all your threats hit harder and make Inventors the size of Gearhulks.
This is my general plan against control:
It depends on what your sideboard looks like and if you suspect they are bringing in more threats after board and if they are playing Dynavolt Tower. But hopefully that should give you a good idea to start with.
I've played against a lot of different control decks with this deck, ranging from rogue Jeskai Fog to Temur Dynavolt Tower and I can assure you that the control match-up is very winnable. I like the idea of Elder Deep-Fiend and I had a few copies in my sideboard at one point too, but too often there just aren't enough targets to emerge with. Dispel is absolutely fantastic and I'd make room for those if you want more to bring in (I used to run 3 side).
I hope you found this information useful, feel free to shoot any more questions my way!
4 weeks ago
Hey! Just a quick note here, Blade of Selves will make tokens that all see each other and then the Legend rule applies :\
- 11/4/2015 If the equipped creature is legendary, the tokens will all enter the battlefield. Then youll choose one of them to remain on the battlefield. The others will be put into your graveyard. Any enters-the-battlefield or dies triggers of the tokens will work.
Great for any creatures with ETB effects, though.
As for any suggestions I can think of - I'm a huge Artificer fan :)
Sram, Senior Edificer seems extremely good in any voltron deck.
And you may as well go podracing here! Helps metalcraft! Maybe consider the stronger ones like Smuggler's Copter to draw, or Skysovereign, Consul Flagship? Or if you just want to bust out a big body - Consulate Dreadnought
Indomitable Archangel protects your stuff.
Goblin Welder, Eldrazi Displacer and Slobad, Goblin Tinkerer are all very useful; Welder recurs anything that might have been destroyed, Slobad protects what is about to be destroyed, and Displacer blinks your battlesphere - or an attacking general.
Myrsmith just helps churn this token cauldron for you to improvise with.
Argentum Armor is messy and janky, but I love it. And you can probably cheat it out.
If you had the money I would highly recommend accelerating the mana. Maybe not Mana Crypt (if you can, get it) but at least Mana Vault Basalt Monolith and Chrome Mox. You could also consider Unwinding Clock in that event.
I'd also consider Daretti, Scrap Savant. His plus ability is insane, and let's paint a picture for his minus;
Sac a myr token, bring back a Sword of Feast and Famine.
1 month ago
Hi I like tezzeret themed decks myself. Here is my version Grixis improve V2. Mind is a bit less agro i guess. Have you considered Maverick Thopterist ? I like him as dropping him early makes an insane play. I am actually considering to put one copy of Whir of Invention . Maybe cut off a puzzle knot and just run 4 prism instead? Whir can only fish out Skysovereign, Consul Flagship well atleast that is the best bang for the buck. But imagine having that out as early as I duno turn 3 or 4? well likely 5 or so but yeah it be bonkers. Nice deck btw +1. Let me know what you think !
1 month ago
1 month ago
Thanks Mokan, and Lost Legacy is in the board specifically for Copy Cat to pull Saheeli out of the deck, Transgress the Mind is great against threats like Fumigate and Unlicensed Disintegration in decks like this one that can only interact on the board, and Skysovereign, Consul Flagship is there to go over the top of board stalls (Servo decks, BG Constrictor, etc).
1 month ago
if this deck isn't budget, you should change your vehicles, primarily to air based ones such as Skysovereign, Consul Flagship, Heart of Kiran, and Aethersphere Harvester. I would've advised you to remove speedway fanatic,but if you have these giant flying vehicles, then it would work well. Something you want is maybe cutting down on 1 chasm guide, for another Veteran Motorist, because although you lose one source of haste, you get a card that gets to scry two, which should still balance the accuracy of hitting a chasm guide, also a 4 mana rallier shouldn't be your finisher unless you somehow hadn't drawn many allies beforehand. You can also cut a gearshift ace for another veteran motorist, scrying is such good card advantage and also motorist is a good crewer being a 3/1.
Also, your lands. Again, if this isn't budget, use manlands, fastlands, etc. so basically Needle Spires and Inspiring Vantage. you can have 4 of both of them, cut your stone quarry, and a few basics. YOu have a nice deck going on, and nice deckbuilding! This seems like a nice budget deck (just noticed it was 7 dollars after recommending you expensive stuff).
having some Gideon, Ally of Zendikar is nice (although expensive moneywise), as it is a potential endless stream of rally triggers.