Smuggler's Copter

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander 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

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.)

Price & Acquistion Set Price Alerts

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Smuggler's Copter Discussion

multimedia on Trostani, Lord of Life and Birth

1 week ago

Hey, looks good, but your deck is built much more to use Emmara, Soul of the Accord or Rhys the Redeemed as Commander than it is to use Trostani. If you want a Selesnya Commander who's good with 1/1 tokens then consider Emmara or Rhys as both can create tokens. You can play Trostani as a card in the 99 with either Commander. I see that you've included Emmara here, consider switching to using her as Commander? Rhys is a pretty damn expensive card, it can be an upgrade for later on.

I give this advice because there's a clear 1/1 token theme here with lots of cards that make 1/1 tokens or can benefit from lots of tokens. This theme is better suited for a Commander who can create tokens. The little token theme out ways the big token theme as a result there's a lack of big stuff here which is what you want with Trostani. The 1/1 token theme is not very good with Trostani as Commander because using her to consistently only populate 1/1 tokens isn't very good.


You're already playing a bunch of cards that are good with Emmara as Commander:

  • Lives
  • Procession
  • Rite
  • Song
  • Glare
  • Quest
  • Rites
  • Warden
  • Attendant
  • Priest
  • Thune
  • Sunmare
  • Mycoloth
  • Tendershoot
  • Shalai
  • Wayfaring
  • Scatter
  • Throne
  • Discovery
  • Harvest
  • Camaraderie
  • Revelation, etc.

This is a large amount of cards; it's seems like you had Emmara in mind when you built your deck. You can expand on this with more cards that let you tap or untap Emmara to create tokens:

Two budget cards that are very good with 1/1 tokens are Skullclamp and Mentor of the Meek.

Good luck with your deck.


Kjartan on Daredevil's Vehicles

2 weeks ago

Heliod's Pilgrim or Open the Armory to find your Siege Modification. One has a body the other is cheaper and has more options.

Depala, Pilot Exemplar would fit in nicely if you lowered the crew cost.

Speaking of whitch, Smuggler's Copter and Aethersphere Harvester or both good (Especially the former)

Also, also, Slumbering Dragon seems like a nice tech for vehecles, but not sure if it's good enough.

multimedia on Emmara Convoke/Token Commander Deck

3 weeks ago

Hey, looks really good for a first Commander deck even though you used another deck as inspiration that's fine, you've still made it your own.

I suggest including more low mana cost cards that can interact with Emmara, giving you more opportunity to tap her to make a token as well as use her as mana ramp.

Budget cards to consider:

Other budget cards to consider:

Cards to consider cutting:

  • Perilous Forays
  • Pollenbright Wings
  • Broken Bond
  • Emmara Tandris
  • Beast Whisperer
  • Tolsimir Wolfblood
  • Trostani's Summoner
  • Rampaging Baloths
  • Arcane Encyclopedia
  • Bramble Sovereign
  • Crown of Convergence
  • Vitu-Ghazi Guildmage
  • Ranger's Path
  • Aura of Silence


Snivy__ on 8-whack

1 month ago

Take a look at my 8-whack Goblins list. I've also been playing the deck for about a year, crushing FNMs and all that, but I kept it mono red. I took out Goblin Piledriver just because whenever I got him out he always had that "please kill me" sign on him and he just never worked out for me. I added in Smuggler's Copter for extra reach with flying + looting, as well as Mutavault for a land that can animate, swing, and then sac to Goblin Grenade (which has really been working for me!). As for the sideboard, I think Blood Moon is only good in the Mono-Red list because if you ran it Atarka's Command would be dead. I like how you've considered Alpine Moon instead, but against Scapeshift you've already won unless you're too slow, and against Tron I think Damping Sphere is better. Sphere also hits Storm and BridgeVine pretty hard. Good luck!

Funkydiscogod on Muraganda Set

1 month ago

About the specific cards in the set:

Arc-trail Hardshell: Way too cheap compared to Bramblecrush and way too big compared to Mold Shambler. Needs to have a higher manacost and a smaller body.

Sharptooth Croc: He looks fairly balanced when compared to Two-Headed Zombie and Dross Crocodile, but for a Primal creature, I think the high power makes it too desirable to have Menace. To make it more of a choice, compared to the Zombie, I'd vote, make it a 3/2, Primal 1. Also, why does a Croc have the creature type "Alligator"?

Hunting Settlement: The ability that gives your creature Lifelink will prevent them from getting benefit from Muraganda Petroglyphs style-effects. I think that would be an unfortunate interaction. The ability should change.

Tibalt, Havoc-Bringer: should a mono-red planeswalker summon red and black critters?

Wooly Grazer: this ability would go perfect with Primal.

Ubo-luk's Idol: the wording is awkward, and the effect is insane powerful for the cost. It's like your own personal Wheel of Fate, but you're not forced to use it during a later upkeep, you can use it at any time. That card would be banned for the same reasons as Smuggler's Copter. Needs serious power reduction.

Ancient Gharial: They use the creature type Crocodile, now. Even Rootwater Alligator is officially a Crocodile in Oracle text.

Basking Plaeosaur: I'm not sure how much I like the "enter the battlefield" ability with Primal. IF you don't want to make it "Primal 2", then a sacrifice-type ability like Viridian Zealot would definitely be worth only +1/+1.

Bloodfall Axe: The equip cost is prohibitive. The Murderer's Axe cost worked because the set had a Madness theme. The effect is just Barbed Battlegear. It might work if it had a Skullclamp on death ability, to recover the cost.

Chieftain Ubo-Luk: I'd compare him to Sek'Kuar, Deathkeeper. He should make simple 1/1 red goblins (to stay on theme with "no abilities") whenever any nontoken creature you control dies, not just Goblins. I would say instead of giving an ability like Menace, (because it goes against the theme), it should be the simple "can't block" ability.

Clever Improvisor: It's insane that he makes better equipment than the Conch-tipped Spear. They should be +1/+1. Also, instead of making it every creature that enters the battlefield after him, just create 4 of them, kinda like a slower red Verdurous Gearhulk. Otherwise, there will be an ever-increasing supply of power that will never leave the battlefield.

Cloak of Leeches: I would say you should vote to avoid giving the creature an ability. Something like Blessing of Leeches would be interesting, since they no longer use regeneration.

Conch-tipped Spear: It's a No-Dachi. Can you do anything more on-theme, that doesn't give the equipped creature an ability?

Daelin's Spellbinder: This card seems almost too powerful. The "nontoken creature" thing is awkward. Can it be "discard a card" or something more elegant?

Diving Fluoraptor: His activated ability is too expensive. It could be the same as Bloodpyre Elemental without too much loss, or cost only 2 and stay instant.

Downpour: I think this effect has incredible potential. Instead of a sorcery with bulky rules text, an instant "Tap all Permanents" would basically be the same thing, with far more simplicity.

Egg Nabber: Just exile the card, and skip the craziness.

Encase in Magma: Cannot be allowed to enchant enchantments; it's not red's deal. It should just be a colorshifted Imprisoned in the Moon.

Enraging Provocation: I dislike having a temporary ability and a permanent effect on the same card. I don't have any examples of any cards that do this.

Enriching Pitcher Plant: Love it.

Enticing Pollen Spewer: I think it's too expensive, when we compare it to its symmetric counterpart: Rage Nimbus.

Fangs of the Terrosaur: Perfect equipment for this set.

Fight Once More: It seems out of place on a world where humans are basically cavemen. It would be more on theme with a set like Innistrad, but here it's not really on flavor with primitive tribal humans.

Flame-Spewing Ruckus: I don't understand how this card is meant to be used: the turn you play it, you could pump your two creatures with prowess triggers, but the goblin can't attack without Haste. It would be interesting to have an enchantment "whenever you play a noncreature spell, enchanted creature gets +1/+1 until end of turn" (because I don't think you want to avoid effects that give creatures abilities in this set).

Fossil Sage: This might not be the right card for this set, because reanimating a creature with an extra ability plays poorly with Primal. You will always want to not make the token Primal, so you can keep the indestructibility.

I'll write some more thoughts later, since I'm only up to F.

JKRice on Esper midrange

1 month ago

I definitely like the idea, and I absolutely love any deck that runs monastery mentor. However, there are a couple of things that I personally would change. If the deck is at a point where you don’t want to change it, feel free to ignore my comment.

1: your land count is a bit high. I would reccomend cutting Vault of the Archangel and one other non-fetch non-shock land to bring it down to 20.

2: DEFINITELY run four Thought Scour. This is basically a Dark Ritual for your delvers and grows monastery mentor at instant speed.

3: I really don’t like Smuggler's Copter or Sorin, Solemn Visitor. Basically any cantrip or control spell is better than Copter. I would reccomend running either Thoughtseize or IoK for a more Control deck or Serum Visions/Opt for more draw consistency

4: I don’t really like Bitterblossom or spell snare, just because there are better alternatives. Bitterblossom is good, but Lingering Souls could be amazing if you run the four Thought Scours, and gives you more value earlier than blossom does. As for spell snare, you are playing a more tempo-aggro build, so I would reccomend Remand as a way to draw into more control or threats rather than having a counterspell that only hits a small number of things. I personally think snare is an amazing SB Card, but not viable MB in most decks.

In general, you probably want more spells to make monastery mentor more relevant.

Other than that, the general deck structure seems pretty cool and the SB is fine

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