Smuggler's Copter


Format Legality
Pre-release Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Kaladesh (KLD) Rare

Combos Browse all

Smuggler's Copter

Artifact — Vehicle


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.)

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Recent Decks

Smuggler's Copter Discussion

neosapien on WB Tokens

7 hours ago

How helpful is the Smuggler's Copter? Not sure what I would take out if I wanted it tho :/ Fairies in Spirit

neosapien on BW Tokens

22 hours ago

Any room for Smuggler's Copter??

MG1 on Sram I AM

1 week ago

Basalt Monolith out, Dowsing Dagger  Flip in Im a bit meh about paying 3 for a manaboost next turn, but DD is a solid mana rock when transformed. Should be easy to flip.

Bladed Bracers out, Manriki-Gusari in Manriki gives more utility cast+equip cost the same

Clock of Omens out, Voltaic Key in Feels better value.

Golem-Skin Gauntlets out, Sai of the Shinobi in GSG good buffer, but prefer free equip of SotS

Gorgon's Head out, Darksteel Plate in GH faster as build up, but Plate is a game winner.

Neurok Hoversail out, Deathrender in flying good but cheating out a creature super fun.

Smuggler's Copter out, Ugin, the Spirit Dragon in Not that many creatures so crewing could be a problem. Ugin is favourable board wipe and well, just ugin and awesome.

Stitcher's Graft out, Ghostfire Blade in since Ive added more colourless creatures GFB seems good and without untaping downside.

Sigil of Distinction out, Mox Opal in Metalcraft easy for free to cast mana rock

Temple Bell out, Hammer of Nazahn in Hammer frees up mana for casting>drawing more. Bell just draws for everyone once

Torpor Orb out, Elspeth, Knight-Errant in torpor conditional on meta, plus likely someone else will play. EKE provides, chumps, buff and ultimate is basically game ove

Happymaster19 on The Doubloon Platoon [Modern Pirates] Magic_Aids*

1 week ago

Cutting any lands sounds super painful. Cutting a land for a four drop sounds REALLY painful. Even in a Vial deck. If it works for you, do what works. You could experiment with Kari Zev and see if she helps against creature decks. More sideboard pushes. Dreadbore is definitely a consideration. Also making the Inquisition of Kozileks into Thoughtseize. I also constantly have Smuggler's Copter in the back of my mind. Kitesail Freebooter is also a nice counter to Jace in hand or on board.

nUKe13 on Succumb to Madness

1 week ago

Happymaster19 I agree that Stromkirk Condemned is way overlooked. Thats why I have it in the side deck. I usually sub them in if Im facing a control deck and need to put out as much damage as possible in a few turns.

Since my build is more beatdown, Smuggler's Copter hasnt been as useful, but Im willing to try it out. I found Id rather have the vampire type to have synergy with and I dont get that as much with vehicles.

I think Liliana of the Veil will always be out of my $ range. Shes great in madness, no doubt!

As far as fetches and Fatal Push I agree that it is what black does best right now. Maybe after saving, fetches will be possible. I know my build isnt 100% competitive/top tier. But with the lands what theyre at, I havent had too much of a problem.

For sideboarding, what do you recommend with common matchups? From vampire player to vampire player, any tips? Thanks in advance!

Ps: I saw your True Blood vampire build. I think Im in love! It looks so good! Very synergistic and flavorful!

Happymaster19 on Succumb to Madness

1 week ago

Stromkirk Condemned is way better than people give it credit for. And Smuggler's Copter is nuts with madness. I feel like theres a budget here too. Otherwise, Liliana of the Veil, also absurd with madness. Fetches and Fatal Push.

JoeBlondie on Sram - Dwarf Enchantress

1 week ago

big changes in the deck!

In no particular order:


Strata Scythe : too high of a cost for just +X/+X, even if it can win some games

Godsend : same as before, too high of a cost and it functionally says "+3/+3 unblockable", except it is not unblockable when it matters. Can stop some big threats for a while but too situational. I love the card tho.

Prowler's Helm : just wanted to cut some redundant unblockable effects. We already have enough + tutors. You only need one of them when you want to win. Choice was between this and boots and I feel that walls are more common than only-basics

Paradise Mantle : seems amazing until you realize that we don't always have a creature doing nothing on the board that wants to tap for mana

Lightning Greaves : does't help to win, and we usually don't rely just on Sram to kill the opponent, so protection is not that important

Loxodon Warhammer : this cut is done just because the swords are better. Having a tutorable single source of lifelink can save some games tho, so better to still take this in consideration.

Cultivator's Caravan : I tried it, I didn't particularly like it. Sure, good versatility. However, most of the times its just a 3 cmc rock, not that great. The ability to attack is mostly irrilevant since its very incefficient to put equips/auras on it, and blocking still requires a creature to tap for it.

Smuggler's Copter : same issued as the caravan, plus its not versatile. Too much effort to just draw and discard occasionally. All considered, I preferer to run 0 vehicles.

Stasis Cocoon : too narrow. Sometimes can be great (can target breya, fast mana and other things), but other times its a dead card with no relevant targets.

Pacifism : a lot of problematic creatures don't act through the combat phase. Therefore this card is in the weird spot of being outclassed by 3cmc alternatives (prison term, arrest) and darksteel mutation, while also being often functionally equal to Kirtar's desire for double the cost.

Holy Mantle : there are better things to do with 4 mana. Putting it on a spirit dancer is sweet tho.

Faith Unbroken : seems a good combination of pump + draw + removal, until you realize that you are just setting up a very bad 3 for 1 later on. Not terrible thanks to Sram, but there are better plays at 4 mana.

Kor Sanctifiers : the card is ok, however the lack of recursion potential makes so that there are better alternatives.

Stone Haven Outfitter : I was excited for this card being a sort of second mini-skullclamp. Then you realize that this guy passive +1/+1 actually makes skullclamp useless and you really don't want him on the field.

Drifting Meadow : having increased the number of colorless lands, we really don't want too many tapped lands. This gets cut because of the 2 cost of cycling, worse than steppe

Disenchant : here you can cut demystify instead, your choice. Disenchant is more versatile but more costly. Usually I find that enchantments are more problematic than artifacts and I really don't want to face a Stasis with the need of 2 mana open. But I can see it useful when you sit in front of a sharuum/breya/memnarch. Its up to you. You still probably want one of them for the insant speed, for sorcery speed alternatives is better to have recurrable permanents.


DPhoenix on Boro's Vanguard

2 weeks ago

While the looting added by the Smuggler's Copter could be useful, Im hesitant to remove more creatures because as it is it has 22 creatures which I consider borderline for a creature aggro deck.

There are several options for the slot Kazandu Blademaster has, all of them need testing.

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