Smuggler's Copter

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.)

Browse Alters View at Gatherer


Have (2) metalmagic , gildan_bladeborn
Want (1) uncappedmarker

Printings View all

Set Rarity
Kaladesh (KLD) Rare

Combos Browse all


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

Smuggler's Copter occurrence in decks from the last year


All decks: 0.07%

Commander / EDH:

All decks: 0.02%

Smuggler's Copter Discussion

wallisface on Resurrecting Affinity - take n. 9999999

23 hours ago

Some thoughts:

  • I think you should always be looking to run the full playset of Arcbound Ravager. I think you should be aiming to run 4 Blinkmoth Nexus as well (if your coloured spells are too numerous to handle that, you’re running too many coloured spells).

  • Chief Engineer is an interesting choice, maybe pair it with ways to cause some nice indirect damage. I’m thinking 2-of Throne of the God-Pharaoh to allow you to tap-down all your creatures and really punish the opponent. Such a playstyle would benefit from some Smuggler's Copter also.

  • Other creatures i think should be heavily considered include Etched Champion, Signal Pest, and Vault Skirge. The Champion offers resilience, where as the other 2 offer decent early damage.

  • I don’t think you should run Architects of Will, it’s too slow and doesn’t do what an affinity deck wants to be doing (winning quickly). I’d also ditch Ensoul Artifact as it’s likely just going to get a killspell in response, losing you 2 cards. It’s also kindof clumsy/slow.

  • Metallic Rebuke and Remand are both sideboard cards at best, you don’t want them at all as part of your game 1 plan.

dingusdingo on Thane and Taxes

4 days ago

Interesting deck.

My first question is why no damage doubler effects? Furnace of Rath and similar work extremely well. Even though the opponent gets to decide what order the damage effects happen, you're still getting a big damage boost.

Second, have you considered going down to 33 or 32 lands? Your curve is pretty low and you aren't dumping your hand via artifact rocks or mana rituals. I think you could probably find one or two slots from land drops.

How have the planeswalkers been working out? The 4 CMC Chandra seems fine, but the other two seem expensive for not much effect.

Why are you running colorless creatures? The damage isn't amplified. Reality Smasher is expensive to cast at 5, and is effectively a vanilla 5/5 that keeps up card parity when it is removed. Smuggler's Copter gives card looting but requires creatures to make it work, creatures that could just be attacking and getting the +2 damage anyways. I can also see why you'd keep Phyrexian Revoker but Pithing Needle might outperform it here as its harder to remove and 2 damage a turn is negligible in EDH.

Some of your 3 and 4 CMC creatures you should reconsider for speed and effectiveness purposes. Thunderbreak Regent is a flying creature, but you aren't getting reliable triggers from it, most likely just one. Tectonic Giant offers card advantage and MASSIVE damage with Torbran. Inferno Titan is another powerhouse with Torbran as you can split the damage 3 ways and get 3 damage apiece. Mindsparker seems too niche and is a 3/2 first strike for against decks outside its color hate. Jaya Ballard, Task Mage seems nice but waiting for summoning sickness feels bad and having to pitch cards to it is a no from me. Taurean Mauler is certainly appealing and presents a threat later, but without trample you're losing out and would be better served by Hordeling Outburst for efficiency sake with Torbran. Finally, Dragonmaster Outcast takes way too long to turn on, and requires an upkeep step to do anything, making it prime target for opponents to remove. Its great when it works, but another token producer is going to outpace this. Specifically, Krenko, Mob Boss is going to run away with the game much faster especially if you have any random extra goblins floating around.

Alpine Moon is much more marginal than you think. Sure its shutting down Gaea's Cradle but your two other moon effects should be more than enough. Outpost Siege is a very marginal effect both ways, and I would recommend a cut for Impact Tremors if you are looking for more damage. Tectonic Reformation is -1 card advantage when you cast it, and no matter how many times you cycle it stays at -1 card advantage. It also becomes easier to cut if you go down to 32 or 33 lands. Experimental Frenzy seems useful when you've emptied your hand but seems marginal in the vast majority of circumstances. You aren't really running topdeck manipulation like Sensei's Divining Top or Scroll Rack to smooth this card out, and I sincerely think Thrill of Possibility is going to serve you better by making you have better turn 3's and turn 4's in your games.

DrukenReaps on Mageta the lion

1 week ago

So the biggest issue with running Mageta is that he wants you to discard 2 cards to use his ability. This is a problem in white because your consistent card draw is limited. You'll want to dedicate a large portion of your deck to card draw, I'd say around 15 cards. Since you are discarding and blowing shit up you might have a subtheme of reanimation. People usually think of that as black but it is in white's wheelhouse too. You can combine it with the indestructible stuff and just call it protection, maybe 10 cards?

Here is every white card that can draw, I'll list some of the specific ones I like. Draw in White

Well of Lost Dreams, Sram, Senior Edificer, Smuggler's Copter, Skullclamp, Mind's Eye, Mind Stone, Geier Reach Sanitarium, Endbringer, Dawn of Hope, Conqueror's Galleon  Flip, Book of Rass and Alms Collector.

LeonDaniels on Punisher Red

1 month ago

@Geo67: The Blue also allows us to play The Royal Scions which is a house when combined with our beat down creatures, and acts as a way to smooth draws, much like Smuggler's Copter before it's ban. Appreciate the upvote!

Benthehen333 on EDH Under $1 - Next ...

1 month ago

Mj3913 - I wish Smuggler's Copter was less than $1 lol

capriom85 on These cards should be banned

1 month ago

Daveslab2022, no I don’t really see why that’s an issue. Smuggler's Copter did exactly what it was designed to do, in all the decks it was designed to do it in. Even Rosewater explained it was banned for “being used too much”. It was in all the aggro decks. Not a surprise since it’s an aggro card, and a damn good one. It just about neutered mono blue tempo when banned, which sucks. Black devotion is still fine. Walking Ballista is also a widely played card. It makes no sense to ban it because it isn’t oppressing the format. I don’t believe Copter oppressed it just by fitting into a lot of decks. Dreadhorde Arcanist shows up on a ton of lists, no ban worries. Dig Through Time ...same thing. Widely played shouldn’t equal bans. I think it was a hasty ban choice. That’s all. Saying it’s oppressive because all the aggro decks use it is like saying Supreme Verdict is oppressive because all the UWx decks use it.

capriom85 on These cards should be banned

1 month ago

Argy, I still maintain Smuggler's Copter was fine.

I will continue to reassert that Pioneer is not the format for this combo. There is a modern deck that already plays a copy of Walking Ballista , and Heliod, whether you combo off or not, fits into the shell already. Martyr Life wants Heliod so badly. Pioneer will be janky at best.

Argy on These cards should be banned

1 month ago

Removal is not an answer as to why a card(s) is/are overpowered.

You could easily remove Smuggler's Copter and you could also remove Oko.

Things get going a lot faster with Heliod + Ballista when you add

Use four Elvish Mystics and four Llanowar Elves to ensure at least one mana dork in your opening hand.

Turn 1: Land + Dork
Turn 2: Land + Heliod
Turn 3: Ballista with 2 +1/+1 counters
Turn 4: Combo off

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