Smuggler's Copter

Smuggler's Copter

Artifact — Vehicle

Flying

Whenever Smuggler's Copter attacks or blocks, you may draw a card. If you do, discard a card.

Crew 1 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)

Browse Alters View at Gatherer

Trade

Have (3) metalmagic , PostContact , gildan_bladeborn
Want (1) mtndewd

Printings View all

Set Rarity
Kaladesh (KLD) Rare

Combos Browse all

Legality

Format Legality
Block Constructed Legal
Frontier Legal
Duel Commander Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Oathbreaker Legal
Modern Legal
2019-10-04 Legal
Unformat Legal
Magic Duels Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Smuggler's Copter occurrence in decks from the last year

Modern:

All decks: 0.07%

Commander / EDH:

All decks: 0.02%

Smuggler's Copter Discussion

DragonzBane on Army of Darkness

2 weeks ago

I think Diregraf Ghoul is pretty weak. I would suggest Smuggler's Copter or Gutterbones over it.

ironmindraph on Alela, Art of Trickery and Manipulation

4 weeks ago

desmondwrite interesting question, I've struggled hard to find a way to draw efficiently. It needs a lot of works and that might be its big weakness. But the low CMC of the curve helps me get through the draw issuesé

Here's my draw options so far: Curator's Ward, Dire Undercurrents, Kindred Discovery, Mystic Remora, Rhystic Study, Baleful Strix, Sai, Master Thopterist, Skullclamp, Smuggler's Copter, Sword of Fire and Ice, Nihil Spellbomb, The Immortal Sun and Treasure Map  Flip. Most of them are gamechangers (sword, dire undercurrent, kindred, etc.)

It is not premium draw options as we know blue can provide but it sinergize pretty well with my faerie/enchantement/artifact tribal as it brings lot of value. The deck overall is a very good performer on multiplayer table and is playable 1vs1.

mckayeaston on Princess Bride Tribute [HELP ME!]

1 month ago

The poison that Wesley was immune to could either be Moonglove Extract or Vial of Poison.

Dread pirate Roberts: Fathom Fleet Cutthroat or Fathom Fleet Captain or Hostage Taker and Dire Fleet Poisoner could represent the time Wesley spent as the pirate.

The boat Wesley uses might be Fell Flagship or Sleek Schooner or Shadowed Caravel. The boat the princess is kidnapped in could be Smuggler's Copter or Dusk Legion Dreadnought.

Shrieking eel: Shriekmaw or a Slipstream Eel equipped with Fireshrieker.

Dying Wish could represent the scene where Buttercup pushes Wesley down the hill and he yells "as you wish!"

Their battle "to the pain" could be Pain's Reward or Painful Quandary or Decree of Pain.

Lordeh on MTG and their aggressive ban ...

1 month ago

When it comes to play testing, there has been articles posted by card designers and play testers who have checked off a card for it to be changed after it has been play tested.

I remember a classic was Smuggler's Copter. Apparently the play tested card cost 3 and was a 2/4 without the loot ability. Which is hardly what we ended up with. I am not sure on the truth to these articles and I can't for the life of me find them but I have heard it has happened multiple times.

Apotheosis616 on I'm Walking on Sunshine

1 month ago

JankimusPrime,

You tested this deck in tappedout correct?

You should almost never be trying to turbo out the combo, that is not how this deck is played. The deck operates very much like a death and taxes stax deck. The point is to slow the game down to your level, effectively making other players decks not work. They will attempt to spend tutors and interaction on trying to remove your pieces. This slows the game down drastically allowing you to setup your win condition.

Every single card in the deck has been specifically chosen and tested to counter or do a certain thing. For example:

  1. Suture Priest is a hard counter to food chain decks, kiki combos, inalla combos, dockside loops, and a ton of other cEDH combos. They have to remove this card if they want to win, otherwise, they have to shift to a different win con.
  2. Juntu Stakes is fantastic into a green meta. For 1 mana it turns off the value of dorks. Making people choose when they want to be explosive because they only get to do it once unless they remove this card (the card also has synergy with cards like Blind Obedience.
  3. Smuggler's Copter is one of the worst cards in the deck, but we really need the card filtering. It will be removed once another card draw/filter engine is released for white (fingers crossed).
  4. Uba Mask is technically still in testing. It was a recent addition because it is a hard lock with Drannith Magistrate. This means if you can attack, you win the game. However, the card was added because it counters a lot of meta decks at the moment. For example, decks like opus thief that take advantage of wheels constantly, get hard countered by this card. The cards those decks wheel into can only be played that turn. This card is also great vs other control decks that like to draw cards. If they don’t play those cards that turn, they are then exiled.
  5. Blind Obedience: Not sure what you don’t like about this card, it has been stax staple for a long time. Creatures and artifacts enter tapped. This slows down the game, which is our game plan.
  6. Luminarch Ascension is a very good card in decks that try to slow the game down. It makes our late game threat inevitable. It also acts as a mana dump late and mid-game. When we have our stax cards on the field and they are slowing the game down, having the ability to make 4/4 angel beat sticks is extremely valuable. It has actually won me a few games.

The deck has a lot of synergistic effects, but that doesn’t mean the deck needs to play into those little tiny synergies. The deck is not a life gain deck, nor is the goal to layer +1/+1 counters on your creatures to make beat sticks. The goal is to slow the game down until we have the ability to win the game once we have stopped a few other players from winning the game. All the while, we are attacking and putting pressure on life totals with our creatures. This is not a “casual” mindset, rather, this is playing the deck to its strengths.

The comparison to Godo doesn’t make sense here. Godo is a fast combo glass cannon deck. This is neither. You are not trying to turbo out the combo and your deck only relies on your commander when you are trying to win the game. You can cast Heliod to accrue value and buff up your creatures so that they are harder to kill with sweepers. Since Heliod is an enchantment and indestructible, it can be really hard to remove him most of the time. However, it should be noted that this is not the “game plan” of the deck. We don’t want to be actively trying to cast Heliod as soon as possible so that we can start putting +1/+1 counters on our creatures. Instead, you should be focusing on getting the stax cards down, and if you have some downtime you cast your commander. If you have ever played in a comp setting you will know that creature beats is an actual win-con when the game gets slowed down. So swinging with a 5/5 can be extremely detrimental, especially vs AN decks.

While I think you have a misunderstanding of how T&T decks function, you are correct that card draw is better than lifegain + counters. I completely agree that thrasios and tymna provide much more value, and in most situations, decks that run these commanders don’t even use them to win (unless they are playing dramatic scepter).

I think this mindset just stems from not knowing how the deck is supposed to be piloted. Not this deck specifically, but an earlier iteration won top 4 in a major competitive tournament. Furthermore, the deck has been winning a lot in comp pods because shutting off people’s win-cons is a very powerful affect.

multimedia on Jor Kadeen

1 month ago

Hey, nice start for a budget version.

Consider more one to four drop creatures who can be cast before Jor and who can create an artifact when they ETB? You want creatures on the battlefield before you play Jor to take advantage of attacking with the pump, but you also need three artifacts to get that pump. Creatures with double strike are good if metalcraft is active, but without it they're lackluster. Boros Keyrune is the right idea since it's an artifact first and then it can turn into a creature with double strike.

Pia/Kiran is very good budget creature to curve into Jor since it puts three creatures on the battlefield including two artifacts meaning you only need one other artifact to activate metalcraft. The other two artifact lands: Ancient Den and Great Furnace help a lot when trying to activate metalcraft. Mishra's Factory can turn into an artifact creature for one mana.

Smuggler's Copter is a powerful two drop flying Vehicle. It can be a repeatable source of draw and it's an artifact that turns into a artifact creature by crew 1 (tapping any other creature you control). Hammer of Purphoros gives Jor as well as all your other creatures haste and it can be a repeatable source of an artifact and a creature.

Goblin Welder is great with artifacts as repeatable reanimation since you can sac an artifact you control to reanimate any artifact in your graveyard. It's good with Myr Battlesphere as a way to reanimate it, sac it, have artifact fodder to keep reanimating it.

The manabase can use some budget improvements of dual lands.

Good luck with your deck.

wallisface on Artifact shit show

1 month ago

Ok, here's my suggestion, using lands and then just the cards you've listed above here:

Now, this is probably the best you can build from what you have shown here. But there are improvements you can then work towards, as a lot of these cards aren't optimal. And depending on the format, some aren't legal (for instance, Counterspell isn't modern legal). I think the following would be a good place to start a decent shell to start a stronger deck from:

From that, you could start working towards something like this, in the longer term (most the additions are pretty cheap and affordable cards):

Hope this helps!! :)

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