Smuggler's Copter

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

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 other creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)

Jett2112 on Tulzidi Caravan

3 weeks ago

Reinforced Ronin is good for helping with metalcraft too, good rec! I might keep Zurgo Bellstriker in too for a density of 1 drops.

Containment Construct also good for metalcraft and it's a 2/2 with card advantage so yeah another perfect rec for this deck.

Valakut Awakening  Flip I took out a while ago because too often it just is 3 mana draw a card. so its a low impact spell or a tapped land. It's better for combo or control decks.

Efreet Flamepainter Maybe one day if there gets to be more instants and sorceries but now I don't think theres enough spell density at 9.

Deflecting Swat is good when I activate Subira, Tulzidi Caravanner's ability discarding my hand then somebody casts removal before my 2 power guys can deal damage.

Smuggler's Copter has been in there because if all opponents have blockers it's a way to fly over for damage and card advantage. I Think you are right tho and it's low impact compared to some other recs.

Possibility Storm the angle is that it will prevent just about any combo from being cast. Additionaly I can be pretty sure that when I cast a 2 power creature I will get a 2 power creature while my opponents playing combo and control sit with most of their hand dead. My assault combo can actually be assembled piece by piece during a Possibility Storm whereas most combos involving instants and sorceries such as the dreaded Tainted Pact, Demonic Consultation, Natural Order or Brain Freeze cannot play around the chaos.

Dolmen Gate is useful when opponents have too many blockers. In my current meta however the "creature power 2 or less can't be blocked" ability on Subira, Tulzidi Caravanner is enough to make sure key creatures can attack while not dying to blockers.

Harmonic Prodigy and Savage Beating... good points. plus Harmonic Prodigy adds triggers to Immolation Shaman, Prophetic Flamespeaker and Seasoned Pyromancer...

SufferFromEDHD on Tulzidi Caravan

3 weeks ago

Reinforced Ronin is a clear upgrade to Zurgo Bellstriker.

Containment Construct = Conspiracy Theorist #2 if necessary.

Dwarven Mine and Sokenzan, Crucible of Defiance create bodies efficiently.

I know you aren't a fan of etb lands but... would Valakut Awakening  Flip be worth a spot? Instant speed card filter/draw is nifty.

Deflecting Swat needs to be in the main. Your deck relies on your commander and this effect protects the fragile synergy. Unless you know something I don't Smuggler's Copter does not belong in this list. It cost an attacker and it does not utilize Subria's ability.

Efreet Flamepainter I'm not sure if you are running enough to justify this but the few that you are would be brutal if they were doubled. This deck can guarantee combat damage.

Possibility Storm what's your angle with this card in this strategy? Are you able to weather the chaotic storm better than other strategies?

Would Dolmen Gate be overkill or useful to the strategy?

Not suggesting this but more an observation... Harmonic Prodigy grants double triggers. If it interacted with more than just the commander it might be worth a spot but as of now it's just a fun fact. Perhaps Savage Beating for double triggers and a potential game ender?

multimedia on Death Race

2 months ago

Hey, nice version of Breya with Shorikai and Greasefang.

The artifact creatures who reduce the mana cost of artifacts especially Enthusiastic Mechanaut, but also Etherium Sculptor seem good here since they add more ramp and can crew. Tezzeret, Betrayer of Flesh is the new Tezz, it's excellent with Breya and has synergy with Vehicles.

Smuggler's Copter is among the best Vehicles. Smuggler's Buggy is a new Vehicle and hideaway is powerful. Master Transmuter can cheat Vehicles onto the battlefield including Buggy for more hideaway and is excellent with Mycosynth Lattice and Darksteel Forge. With Breya Transmuter can create more Thopters by bouncing and putting Breya right back onto the battlefield.

Spire of Industry and Path of Ancestry are two other budget rainbow lands. Fellwar Stone is another budget rainbow mana rock.

Good luck with your deck.

Andramalech on Eldrazi Blues

3 months ago

Just some quick notes!

Draw power: Mystery Key, Mask of Memory

Flyers/unblck.: Smuggler's Copter, Zephyr Boots

Support/Ramp: Aether Spellbomb, Prophetic Prism, Forsaken Monument, Horn of Greed, Howling Mine

I'd also comment that Distortion Strike, when well placed could really sink a game for one, if not two players.

If you haven't considered Eldrazi Mimic, that'd be a really nasty card to pair up with your line up.

For retrieval, Scrap Trawler could really do you a favor if artifact retrieval is important for you.

12-Post has been a favorite concept of mine for awhile and I always see mono green Tron as my rival. I think Blue-Post is a pretty cool concept!

If you wanted to use things like Tinker and Show and Tell, things could really get zaney in your group setting.

Hope the feedback helps!

wallisface on RW Dwarf Vehicle Deck

4 months ago

I can give you some answers to your questions

1) around mana curve:

  • generally speaking, a modern deck can’t justify running more than 3-4 cards costing 4-mana, and often run nothing above this cost. Some decks will be able to support a higher curve, but these decks will either have lots of lands, or lots of ramp.

  • for a deck with 3-4 4-mana cards, 8ish 3-mana cards, and the rest being 1-2 mana, i’d expect around 23 lands.

  • for a deck without 4-mana cards, and less-than-4 3-mana cards, you should be able to get away with 18-22 lands, depending on how well the deck could theoretically perform on a single land.

  • if you’re wanting more higher-costing cards, you generally need more lands. Control decks can run 26-28 lands, and in doing so can support ~8-10 cards costing 4-5 mana. However, their play pattern is a LOT slower, so they have to control the boardstate constantly until they can reach a high-enough land total.

For your deck, I think your mana curve is too high. Personally i’d ditch 4 of your 4-mana cards, and replace them with cards costing 1-2 mana. I’d also add 1 more land.

—————————-

2) around vehicles:

  • the first thing to note that theSmuggler's Buggy in your sideboard isn’t modern legal (its a commander card), so i’d ditch that.

  • Good vehicles are cheap to cast, and easy to crew. The strongest vehicle (at least pre-Kamigawa) is Smuggler's Copter, because its very easy to cast & activate. Plus, with flying it’s evasive, and its ability lets you fix your hand.

  • After Copter, the next-best colourless vehicle is probably Aethersphere Harvester, again because its easy to cast/crew, and hard to immediately deal with.

  • it might be worth considering adding 1-2 copies of Skysovereign, Consul Flagship. While it’s painful to cast, it can quickly win a game if left uninterrupted. To compensate for its high cost, you’d probably want to run some Lightning Bolt to help stall out the game long enough to use it.

—————————-

2) around legendary creatures:

  • i wouldn’t be afraid to run multiple copies of a legendary card. There’s usually no cost to running multiple copies of these types, if you draw multiple its a case of having “backup” if one dies. The worst that will happen is occasionally having to mulligan hands because you draw too many of the same legendary card.

Crow-Umbra on Isshin, The One Who Conquered Heaven

6 months ago

Ah for sure, just wanted to make sure my feedback is relevant to what you actually need some help with SpeedBuster.

I've witnessed the power of Sword of the Animist in my own Isshin deck. In the last game I played with it, I was able to pull all of my basics out! If you're cool with 31 lands, then more power to you. I usually try not to go lower than 34-35, depending on the deck. I usually only see cEDH tier decks running lands in the high 20s to low 30s, due to their fast mana.

If you're interested in draw and synergies with tokens/Aristocrats, I'd suggest checking out the following:

These options are all pretty cheap and useful at various points of the game for quick bumps.

Other draw options that are more repeatable, but still fit with Isshin:

TypicalTimmy on Card creation challenge

6 months ago

Breathe Life into Machine

Instant

Up to X vehicles that have not been crewed become creatures until end of turn, and their power and toughness are each equal to their crew cost.


So a card such as Smuggler's Copter would not become a 3/3, it would become a 1/1. Confusing I know, but it does circumvent crew costs and is instant speed so it works well enough.

Let's see an Abzan Planeswalker.

Carrot_cake on Vehicular Opponentslaughter│Azorius Pioneer

6 months ago

Scratch that, Smuggler's Copter is banned in pioneer :/

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