leptontraveler
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Commander
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{"ops":[{"insert":"It is probably less obvious on here than it is with the rest of my online presence, but I really love outer space and science fantasy content. I grew up watching Star Wars and am still a dedicated fan to this day. So, when I heard that Magic was doing a space opera set, I was hyped. Then, I when heard that not only was WoTC introducing Spacecraft, but that Legendary ships could also be a Commander, I knew that I had to channel my inner Thrawn/Johnathan Archer/Alexander Koing and build a space navy deck. Finally, I fell in love with the lore and worldbuilding of Edge of Eternities - especially the Pinnacle.\n\nThis deck is the result.\n\nAfter a few "},{"attributes":{"link":"https://archidekt.com/decks/14376832/never_fear_the_pinnacle_is_here"},"insert":"failed starts"},{"insert":" early on in spoiler season, I decided to take the Counter Intelligence precon and use it as a base. I cut "},{"insert":{"card-link":"Kilo, Apogee Mind"}},{"insert":" right away - as I have "},{"attributes":{"link":"https://archidekt.com/decks/14130161/sonic_knuckles"},"insert":"other plans"},{"insert":" for him - and made "},{"insert":{"card-link":"Inspirit, Flagship Vessel"}},{"insert":" my... well flagship. Inspirit's primary value comes from its ability to quickly charge other Spacecraft (and anything that functions via charge counters) or boost up artifact creatures with +1/+1 counters. The precon's focus is spilt between both kinds of counters, but I decided to focus more on charge counters to go along with my version's larger focus on Spacecraft. When fully charged, Inspirit is also a defensive powerhouse, protecting all of our artifacts from removal - but Inspirit is actually one of the hardest Spacecraft in the deck to fully charge since it cannot target itself. So, both that protection and its 5/5 Flying body are useful - but not always guaranteed.\n\nThe rest of the craft in Inspirit's task force are primarily offensive in nature, as most of the Spacecraft we have seen so far in Jeskai colors want to either damage or destroy opposing fleets. "},{"insert":{"card-link":"Warmaker Gunship"}},{"insert":", "},{"insert":{"card-link":"Dawnsire, Sunstar Dreadnought"}},{"insert":" and "},{"insert":{"card-link":"Debris Field Crusher"}},{"insert":" all do varying amounts of damage to our opponents'' creatrues - and Crusher can go face if needed. "},{"insert":{"card-link":"Extinguisher Battleship"}},{"insert":" is a supped up version of this the Pinnacle have barrowed from the Kav (I think), which is both a board wipe and a destroy effect for any noncreature permanent. Rounding out the aggressive part of our task force is the "},{"insert":{"card-link":"Specimen Freighter"}},{"insert":", which bounces two non-Spacecraft targets on ETB and charges into 4/7 Flyer that can mill people out in longer games.\n\nThere are also some ships in the task force that take a page out of Inspirit's book and support the rest of the fleet. "},{"insert":{"card-link":"Uthros Research Craft"}},{"insert":" draws us cards when we play artifacts (of which there are 40 in the deck) and charges itself into a Flying beater that scales with those same artifacts. "},{"insert":{"card-link":"The Eternity Elevator"}},{"insert":" helps us get to our Spacecraft by ramping us - usually for three colorless but in some cases for 20+ mana of our choice. "},{"insert":{"card-link":"The Seriema"}},{"insert":" finds and protects our best ships and pilots, while "},{"insert":{"card-link":"Rescue Skiff"}},{"insert":" can grab any pilots or modifications that end up in our graveyard for one reason or another.\n\nYes, that is only 10 Spacecraft... but it is 10 of 12 we can legally play in Jeskai colors, and 10 out of 16 total as of the end of the first week of spoiler season. Hopefully we will either get more as spoiler season continues, or in future sets.\n\nThe remaining 90% of the deck is here to either support our Spacecraft, take advantage of Inspirit's first charge tier or turn this pile into a functioning Commander deck.\n\nIn terms of support for our Spacecraft, we have a variety of pilots who give us benefits for becoming tapped by Stationing our ships. "},{"insert":{"card-link":"Reluctant Role Model"}},{"insert":" and "},{"insert":{"card-link":"Glimmer Seeker"}},{"insert":" - two survivors of Duskmorne - help us by increasing the amount of power we have on the field and allowing us to conserve and acquire resources respectively. Glimmer Seeker also inspired the addition of "},{"insert":{"card-link":"Volatile Wanderglyph"}},{"insert":", "},{"insert":{"card-link":"Hangar Scrounger"}},{"insert":" and "},{"insert":{"card-link":"Reckless Racer"}},{"insert":", who also draw us a card when they are tapped. "},{"insert":{"card-link":"Sami, Ship's Engineer"}},{"insert":" is also here because of Glimmer Seeker, and they give us more tokens to leverage in anyway we need.\n\nWe also run a variety of other charge counter cards to take full advantage of Inspirit's trigger and - thanks to "},{"insert":{"card-link":"Moxite Refinery"}},{"insert":", "},{"insert":{"card-link":"Power Conduit"}},{"insert":" and "},{"insert":{"card-link":"Resourceful Defense"}},{"insert":" - act as batteries for our Spacecraft. My favorites have to be "},{"insert":{"card-link":"Astral Cornucopia"}},{"insert":" and "},{"insert":{"card-link":"Everflowing Chalice"}},{"insert":". Normally, I am very much not a fan of these cards - and I cut "},{"insert":{"card-link":"Empowered Autogenerator"}},{"insert":" because of that sentiment - but here they redeem themselves by being able to be cast for 0 and then be charged to add mana by either Inspirit, the above mentioned counter movers or "},{"insert":{"card-link":"Surge Node"}},{"insert":"/"},{"insert":{"card-link":"Coretapper"}},{"insert":"/"},{"insert":{"card-link":"Energy Chamber"}},{"insert":". "},{"insert":{"card-link":"Pentad Prism"}},{"insert":" is another similar source of ramp, while "},{"insert":{"card-link":"Golem Foundry"}},{"insert":" and "},{"insert":{"card-link":"Titan Forge"}},{"insert":" can churn out tokens to Station Spacecraft or defend our life total. "},{"insert":{"card-link":"Reckoner Bankbuster"}},{"insert":", "},{"insert":{"card-link":"Insight Engine"}},{"insert":" and "},{"insert":{"card-link":"Long-Range Sensor"}},{"insert":" all turn charge counters into card draw, while "},{"insert":{"card-link":"Lux Cannon"}},{"insert":" turns them into the Death Star superlaser.\n\nFinally, we have two charge counter based wincons in the form of "},{"insert":{"card-link":"Darksteel Reactor"}},{"insert":" and "},{"insert":{"card-link":"Magistrate's Scepter"}},{"insert":". Darksteel Reactor isn't overly complicated, we can either wait for it to charge up naturally while distracting our opponents with Spacecraft, or we can pile all of our charge counters onto it with Inspirit, the counter movers and the batteries. Magistrate's Scepter is where it gets spicey - because with it, Coretapper and either Inspirit or "},{"insert":{"card-link":"Emry, Lurker of the Loch"}},{"insert":" (or it, a Spacecraft, a 3+ power creature and a counter mover), we can achieve infinite turns fairly easily. IDK why Archidekt thinks this is Bracket 2, as that is clearly at least Bracket 3 if not 4, but tbf I did build the rest of the deck like it was a 2... so sue me I guess.\n\nAs for the \"functional commander deck\" side of the pile, we have robust draw, land, proliferate, ramp and removal packages to support the above superstructure.\n\nThe deck runs 15 pieces of card draw - including the above mentioned pilot, Spacecraft and charge counter card draw engines. "},{"insert":{"card-link":"Staff of Compleation"}},{"insert":" and "},{"insert":{"card-link":"Tezzeret's Gambit"}},{"insert":" are my favorites, as they can also proliferate our counters and help us in other ways. Meanwhile, "},{"insert":{"card-link":"Jhoira, Weatherlight Captain"}},{"insert":" - who has a "},{"insert":{"card-link":"Thirst for Knowledge"}},{"insert":" - is doing her best Uthros Research Craft impersonation, and "},{"insert":{"card-link":"Thought Monitor"}},{"insert":" is here to keep an eye on crew morale.\n\nI am currently on 36 lands - which is less than the 40 the precon comes with - but that count has served me well so far. Given the color intensity of Inspirit and some of the other cards in the deck, I built a fetch/shock/surveil/check land manabase with some additions from the precon - in the form of the tango lands - and the main set/Stellar Sights bonus sheet - in the form of "},{"insert":{"card-link":"Adagia, Windswept Bastion"}},{"insert":", "},{"insert":{"card-link":"Inventors' Fair"}},{"insert":", "},{"insert":{"card-link":"Mana Confluence"}},{"insert":", "},{"insert":{"card-link":"Nesting Grounds"}},{"insert":", "},{"insert":{"card-link":"Power Depot"}},{"insert":" and "},{"insert":{"card-link":"Uthros, Titanic Godcore"}},{"insert":".\n\nWhile I did cut Kilo - which is a great Proliferate card - that wasn't for powerlevel or synergy reasons, so the deck still has nine remaining pieces of proliferation. There are the above mentioned Staff and Gambit, as well as "},{"insert":{"card-link":"Experimental Augury"}},{"insert":", that serve a dual purpose as sources of card advantage. Then there is "},{"insert":{"card-link":"Grateful Apparition"}},{"insert":", "},{"insert":{"card-link":"Thrummingbird"}},{"insert":", "},{"insert":{"card-link":"Patrolling Peacemaker"}},{"insert":" and "},{"insert":{"card-link":"Surge Conductor"}},{"insert":", who are creatures that reward us for taking normal game actions by proliferating, and can also tap to Station Spacecraft. Finally, "},{"insert":{"card-link":"Ripples of Potential"}},{"insert":" is more of a protection piece, but it does proliferate, and "},{"insert":{"card-link":"Inexorable Tide"}},{"insert":" is here to kick the "},{"attributes":{"strike":true},"insert":"compleation"},{"insert":" "},{"attributes":{"italic":true},"insert":"cough"},{"insert":" charging into high gear.\n\nRamp wise, aside from the above mentioned Spacecraft and charged rocks, the deck runs a fairly standard package. There are 14 pieces - to get us up to 50 mana sources - that range from rocks like "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Arcane Signet"}},{"insert":" and the new "},{"insert":{"card-link":"Solar Array"}},{"insert":", to dorks like "},{"insert":{"card-link":"Crystalline Crawler"}},{"insert":", to cost reducers like "},{"insert":{"card-link":"Enthusiastic Mechanaut"}},{"insert":" and "},{"insert":{"card-link":"Etherium Sculptor"}},{"insert":".\n\nIn terms of removal, we take our cues from the original precon - keeping staples and deck specific all-stars such as "},{"insert":{"card-link":"Dispatch"}},{"insert":", "},{"insert":{"card-link":"Swan Song"}},{"insert":", "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":", "},{"insert":{"card-link":"Angel of the Ruins"}},{"insert":", "},{"insert":{"card-link":"Chaos Warp"}},{"insert":", "},{"insert":{"card-link":"Alibou, Ancient Witness"}},{"insert":" and "},{"insert":{"card-link":"Organic Extinction"}},{"insert":". I did swap Chain Reaction for "},{"insert":{"card-link":"Delete"}},{"insert":" - which spares our artifact creatures (and charged Spacecraft) while also burning our opponents "},{"attributes":{"strike":true},"insert":"(just imagine it with a fully charged Eternity Elevator)"},{"insert":" - and added the various removal Spacecraft.\n\nAnd that - more or less - is my second stab at a Spacecraft deck. I am really enjoying every aspect of our visit to the Edge, and I hope we can return soon to get more Spacecraft for Inspirit's task force.\n"}]}
Commander
Inspirit, Flagship Vessel
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 8+.)
1+ | At the beginning of combat on your turn, put your choice of a +1/+1 counter or two charge counters on up to one other target artifact.
8+ | Flying
Other artifacts you control have hexproof and indestructible.
1+ | At the beginning of combat on your turn, put your choice of a +1/+1 counter or two charge counters on up to one other target artifact.
8+ | Flying
Other artifacts you control have hexproof and indestructible.
Legendary Artifact - Spacecraft

Commander
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Adaptive Upgrades
Patrolling Peacemaker
This creature enters with two +1/+1 counters on it.
Whenever an opponent commits a crime, proliferate. (They commit a crime if they target an opponent, anything an opponent controls, and/or cards in an opponent's graveyard. To proliferate, you choose any number of permanents and/or players, then give each another counter of each kind already there.)
Whenever an opponent commits a crime, proliferate. (They commit a crime if they target an opponent, anything an opponent controls, and/or cards in an opponent's graveyard. To proliferate, you choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature Artifact - Soldier Robot

Adaptive Upgrades
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Core Systems
Reluctant Role Model
Survival — At the beginning of your second main phase, if this creature is tapped, put a flying, lifelink, or +1/+1 counter on it.
Whenever this creature or another creature you control dies, if it had counters on it, put those counters on up to one target creature.
Whenever this creature or another creature you control dies, if it had counters on it, put those counters on up to one target creature.
Creature - Human Survivor

The Ozolith
Whenever a creature you control leaves the battlefield, if it had counters on it, put those counters on The Ozolith.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
Legendary Artifact

Core Systems
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Deflector Array
Padeem, Consul of Innovation
Artifacts you control have hexproof. (They can't be the targets of spells or abilities your opponents control.)
At the beginning of your upkeep, if you control the artifact with the greatest mana value or tied for the greatest mana value, draw a card.
At the beginning of your upkeep, if you control the artifact with the greatest mana value or tied for the greatest mana value, draw a card.
Legendary Creature - Artificer Vedalken

Ripples of Potential
Proliferate, then choose any number of permanents you control that had a counter put on them this way. Those permanents phase out. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
Instant

Deflector Array
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Fabrication Deck
Fabrication Deck
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Internal Scan
The Seriema
When The Seriema enters, search your library for a legendary creature card, reveal it, put it into your hand, then shuffle.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 7+.)
7+ | Flying
Other tapped legendary creatures you control have indestructible.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 7+.)
7+ | Flying
Other tapped legendary creatures you control have indestructible.
Legendary Artifact - Spacecraft

Internal Scan
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Moxite Reserves
Adagia, Windswept Bastion
This land enters tapped.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , : Create a token that's a copy of target artifact or enchantment you control, except it's legendary. Activate only as a sorcery.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , : Create a token that's a copy of target artifact or enchantment you control, except it's legendary. Activate only as a sorcery.
Land - Planet

Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land

Moxite Reserves
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Reactor Core
Solar Array
: Add one mana of any color. When you next cast an artifact spell this turn, that spell gains sunburst. (If it's a creature, it enters with a +1/+1 counter on it for each color of mana spent to cast it. Otherwise, it enters with that many charge counters on it.)
Artifact

The Eternity Elevator
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery.)
20+ | : Add X mana of any one color, where X is the number of charge counters on The Eternity Elevator.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery.)
20+ | : Add X mana of any one color, where X is the number of charge counters on The Eternity Elevator.
Legendary Artifact - Spacecraft

Reactor Core
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Recovery Bay
Emry, Lurker of the Loch
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
When Emry enters, mill four cards.
: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
When Emry enters, mill four cards.
: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
Legendary Creature - Wizard Merfolk

Rescue Skiff
When this Spacecraft enters, return target creature or enchantment card from your graveyard to the battlefield.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 10+.)
10+ | Flying
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 10+.)
10+ | Flying
Artifact - Spacecraft

Recovery Bay
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Superweapons
Superweapons
(CTRL to add secondary)
Tactical Uplink
Long-Range Sensor
Whenever you attack a player, put a charge counter on this artifact.
, Remove two charge counters from this artifact: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
, Remove two charge counters from this artifact: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Artifact

Reckoner Bankbuster
This Vehicle enters with three charge counters on it.
, , Remove a charge counter from this Vehicle: Draw a card. Then if there are no charge counters on this Vehicle, create a Treasure token and a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Crew 3
, , Remove a charge counter from this Vehicle: Draw a card. Then if there are no charge counters on this Vehicle, create a Treasure token and a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Crew 3
Artifact - Vehicle

Uthros Research Craft
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 12+.)
3+ | Whenever you cast an artifact spell, draw a card. Put a charge counter on this Spacecraft.
12+ | Flying
This Spacecraft gets +1/+0 for each artifact you control.
3+ | Whenever you cast an artifact spell, draw a card. Put a charge counter on this Spacecraft.
12+ | Flying
This Spacecraft gets +1/+0 for each artifact you control.
Artifact - Spacecraft

Tactical Uplink
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Turbolasers
Dawnsire, Sunstar Dreadnought
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 20+.)
10+ | Whenever you attack, Dawnsire deals 100 damage to up to one target creature or planeswalker.
20+ | Flying
10+ | Whenever you attack, Dawnsire deals 100 damage to up to one target creature or planeswalker.
20+ | Flying
Legendary Artifact - Spacecraft

Debris Field Crusher
When this Spacecraft enters, it deals 3 damage to any target.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 8+.)
8+ | Flying
: This Spacecraft gets +2/+0 until end of turn.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 8+.)
8+ | Flying
: This Spacecraft gets +2/+0 until end of turn.
Artifact - Spacecraft

Extinguisher Battleship
When this Spacecraft enters, destroy target noncreature permanent. Then this Spacecraft deals 4 damage to each creature.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 5+.)
5+ | Flying, trample
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 5+.)
5+ | Flying, trample
Artifact - Spacecraft

Specimen Freighter
When this Spacecraft enters, return up to two target non-Spacecraft creatures to their owners' hands.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 9+.)
9+ | Flying
Whenever this Spacecraft attacks, defending player mills four cards.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 9+.)
9+ | Flying
Whenever this Spacecraft attacks, defending player mills four cards.
Artifact - Spacecraft

Warmaker Gunship
When this Spacecraft enters, it deals damage equal to the number of artifacts you control to target creature an opponent controls.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 6+.)
6+ | Flying
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 6+.)
6+ | Flying
Artifact - Spacecraft

Turbolasers
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Maybeboard
Dreamtide Whale
Vanishing 2 (This creature enters with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Whale

Pinnacle Kill-Ship
When this Spacecraft enters, it deals 10 damage to up to one target creature.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 7+.)
7+ | Flying
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 7+.)
7+ | Flying
Artifact - Spacecraft

Pulsar Squadron Ace
When this creature enters, look at the top five cards of your library. You may reveal a Spacecraft card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, put a +1/+1 counter on this creature.
Creature - Human Pilot

Synthesizer Labship
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 9+.)
2+ | At the beginning of combat on your turn, up to one other target artifact you control becomes an artifact creature with base power and toughness 2/2 and gains flying until end of turn.
9+ | Flying, vigilance
2+ | At the beginning of combat on your turn, up to one other target artifact you control becomes an artifact creature with base power and toughness 2/2 and gains flying until end of turn.
9+ | Flying, vigilance
Artifact - Spacecraft

Wedgelight Rammer
When this Spacecraft enters, create a 2/2 colorless Robot artifact creature token.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 9+.)
9+ | Flying, first strike
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 9+.)
9+ | Flying, first strike
Artifact - Spacecraft

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"It is probably less obvious on here than it is with the rest of my online presence, but I really love outer space and science fantasy content. I grew up watching Star Wars and am still a dedicated fan to this day. So, when I heard that Magic was doing a space opera set, I was hyped. Then, I when heard that not only was WoTC introducing Spacecraft, but that Legendary ships could also be a Commander, I knew that I had to channel my inner Thrawn/Johnathan Archer/Alexander Koing and build a space navy deck. Finally, I fell in love with the lore and worldbuilding of Edge of Eternities - especially the Pinnacle.\n\nThis deck is the result.\n\nAfter a few "},{"attributes":{"link":"https://archidekt.com/decks/14376832/never_fear_the_pinnacle_is_here"},"insert":"failed starts"},{"insert":" early on in spoiler season, I decided to take the Counter Intelligence precon and use it as a base. I cut "},{"insert":{"card-link":"Kilo, Apogee Mind"}},{"insert":" right away - as I have "},{"attributes":{"link":"https://archidekt.com/decks/14130161/sonic_knuckles"},"insert":"other plans"},{"insert":" for him - and made "},{"insert":{"card-link":"Inspirit, Flagship Vessel"}},{"insert":" my... well flagship. Inspirit's primary value comes from its ability to quickly charge other Spacecraft (and anything that functions via charge counters) or boost up artifact creatures with +1/+1 counters. The precon's focus is spilt between both kinds of counters, but I decided to focus more on charge counters to go along with my version's larger focus on Spacecraft. When fully charged, Inspirit is also a defensive powerhouse, protecting all of our artifacts from removal - but Inspirit is actually one of the hardest Spacecraft in the deck to fully charge since it cannot target itself. So, both that protection and its 5/5 Flying body are useful - but not always guaranteed.\n\nThe rest of the craft in Inspirit's task force are primarily offensive in nature, as most of the Spacecraft we have seen so far in Jeskai colors want to either damage or destroy opposing fleets. "},{"insert":{"card-link":"Warmaker Gunship"}},{"insert":", "},{"insert":{"card-link":"Dawnsire, Sunstar Dreadnought"}},{"insert":" and "},{"insert":{"card-link":"Debris Field Crusher"}},{"insert":" all do varying amounts of damage to our opponents'' creatrues - and Crusher can go face if needed. "},{"insert":{"card-link":"Extinguisher Battleship"}},{"insert":" is a supped up version of this the Pinnacle have barrowed from the Kav (I think), which is both a board wipe and a destroy effect for any noncreature permanent. Rounding out the aggressive part of our task force is the "},{"insert":{"card-link":"Specimen Freighter"}},{"insert":", which bounces two non-Spacecraft targets on ETB and charges into 4/7 Flyer that can mill people out in longer games.\n\nThere are also some ships in the task force that take a page out of Inspirit's book and support the rest of the fleet. "},{"insert":{"card-link":"Uthros Research Craft"}},{"insert":" draws us cards when we play artifacts (of which there are 40 in the deck) and charges itself into a Flying beater that scales with those same artifacts. "},{"insert":{"card-link":"The Eternity Elevator"}},{"insert":" helps us get to our Spacecraft by ramping us - usually for three colorless but in some cases for 20+ mana of our choice. "},{"insert":{"card-link":"The Seriema"}},{"insert":" finds and protects our best ships and pilots, while "},{"insert":{"card-link":"Rescue Skiff"}},{"insert":" can grab any pilots or modifications that end up in our graveyard for one reason or another.\n\nYes, that is only 10 Spacecraft... but it is 10 of 12 we can legally play in Jeskai colors, and 10 out of 16 total as of the end of the first week of spoiler season. Hopefully we will either get more as spoiler season continues, or in future sets.\n\nThe remaining 90% of the deck is here to either support our Spacecraft, take advantage of Inspirit's first charge tier or turn this pile into a functioning Commander deck.\n\nIn terms of support for our Spacecraft, we have a variety of pilots who give us benefits for becoming tapped by Stationing our ships. "},{"insert":{"card-link":"Reluctant Role Model"}},{"insert":" and "},{"insert":{"card-link":"Glimmer Seeker"}},{"insert":" - two survivors of Duskmorne - help us by increasing the amount of power we have on the field and allowing us to conserve and acquire resources respectively. Glimmer Seeker also inspired the addition of "},{"insert":{"card-link":"Volatile Wanderglyph"}},{"insert":", "},{"insert":{"card-link":"Hangar Scrounger"}},{"insert":" and "},{"insert":{"card-link":"Reckless Racer"}},{"insert":", who also draw us a card when they are tapped. "},{"insert":{"card-link":"Sami, Ship's Engineer"}},{"insert":" is also here because of Glimmer Seeker, and they give us more tokens to leverage in anyway we need.\n\nWe also run a variety of other charge counter cards to take full advantage of Inspirit's trigger and - thanks to "},{"insert":{"card-link":"Moxite Refinery"}},{"insert":", "},{"insert":{"card-link":"Power Conduit"}},{"insert":" and "},{"insert":{"card-link":"Resourceful Defense"}},{"insert":" - act as batteries for our Spacecraft. My favorites have to be "},{"insert":{"card-link":"Astral Cornucopia"}},{"insert":" and "},{"insert":{"card-link":"Everflowing Chalice"}},{"insert":". Normally, I am very much not a fan of these cards - and I cut "},{"insert":{"card-link":"Empowered Autogenerator"}},{"insert":" because of that sentiment - but here they redeem themselves by being able to be cast for 0 and then be charged to add mana by either Inspirit, the above mentioned counter movers or "},{"insert":{"card-link":"Surge Node"}},{"insert":"/"},{"insert":{"card-link":"Coretapper"}},{"insert":"/"},{"insert":{"card-link":"Energy Chamber"}},{"insert":". "},{"insert":{"card-link":"Pentad Prism"}},{"insert":" is another similar source of ramp, while "},{"insert":{"card-link":"Golem Foundry"}},{"insert":" and "},{"insert":{"card-link":"Titan Forge"}},{"insert":" can churn out tokens to Station Spacecraft or defend our life total. "},{"insert":{"card-link":"Reckoner Bankbuster"}},{"insert":", "},{"insert":{"card-link":"Insight Engine"}},{"insert":" and "},{"insert":{"card-link":"Long-Range Sensor"}},{"insert":" all turn charge counters into card draw, while "},{"insert":{"card-link":"Lux Cannon"}},{"insert":" turns them into the Death Star superlaser.\n\nFinally, we have two charge counter based wincons in the form of "},{"insert":{"card-link":"Darksteel Reactor"}},{"insert":" and "},{"insert":{"card-link":"Magistrate's Scepter"}},{"insert":". Darksteel Reactor isn't overly complicated, we can either wait for it to charge up naturally while distracting our opponents with Spacecraft, or we can pile all of our charge counters onto it with Inspirit, the counter movers and the batteries. Magistrate's Scepter is where it gets spicey - because with it, Coretapper and either Inspirit or "},{"insert":{"card-link":"Emry, Lurker of the Loch"}},{"insert":" (or it, a Spacecraft, a 3+ power creature and a counter mover), we can achieve infinite turns fairly easily. IDK why Archidekt thinks this is Bracket 2, as that is clearly at least Bracket 3 if not 4, but tbf I did build the rest of the deck like it was a 2... so sue me I guess.\n\nAs for the \"functional commander deck\" side of the pile, we have robust draw, land, proliferate, ramp and removal packages to support the above superstructure.\n\nThe deck runs 15 pieces of card draw - including the above mentioned pilot, Spacecraft and charge counter card draw engines. "},{"insert":{"card-link":"Staff of Compleation"}},{"insert":" and "},{"insert":{"card-link":"Tezzeret's Gambit"}},{"insert":" are my favorites, as they can also proliferate our counters and help us in other ways. Meanwhile, "},{"insert":{"card-link":"Jhoira, Weatherlight Captain"}},{"insert":" - who has a "},{"insert":{"card-link":"Thirst for Knowledge"}},{"insert":" - is doing her best Uthros Research Craft impersonation, and "},{"insert":{"card-link":"Thought Monitor"}},{"insert":" is here to keep an eye on crew morale.\n\nI am currently on 36 lands - which is less than the 40 the precon comes with - but that count has served me well so far. Given the color intensity of Inspirit and some of the other cards in the deck, I built a fetch/shock/surveil/check land manabase with some additions from the precon - in the form of the tango lands - and the main set/Stellar Sights bonus sheet - in the form of "},{"insert":{"card-link":"Adagia, Windswept Bastion"}},{"insert":", "},{"insert":{"card-link":"Inventors' Fair"}},{"insert":", "},{"insert":{"card-link":"Mana Confluence"}},{"insert":", "},{"insert":{"card-link":"Nesting Grounds"}},{"insert":", "},{"insert":{"card-link":"Power Depot"}},{"insert":" and "},{"insert":{"card-link":"Uthros, Titanic Godcore"}},{"insert":".\n\nWhile I did cut Kilo - which is a great Proliferate card - that wasn't for powerlevel or synergy reasons, so the deck still has nine remaining pieces of proliferation. There are the above mentioned Staff and Gambit, as well as "},{"insert":{"card-link":"Experimental Augury"}},{"insert":", that serve a dual purpose as sources of card advantage. Then there is "},{"insert":{"card-link":"Grateful Apparition"}},{"insert":", "},{"insert":{"card-link":"Thrummingbird"}},{"insert":", "},{"insert":{"card-link":"Patrolling Peacemaker"}},{"insert":" and "},{"insert":{"card-link":"Surge Conductor"}},{"insert":", who are creatures that reward us for taking normal game actions by proliferating, and can also tap to Station Spacecraft. Finally, "},{"insert":{"card-link":"Ripples of Potential"}},{"insert":" is more of a protection piece, but it does proliferate, and "},{"insert":{"card-link":"Inexorable Tide"}},{"insert":" is here to kick the "},{"attributes":{"strike":true},"insert":"compleation"},{"insert":" "},{"attributes":{"italic":true},"insert":"cough"},{"insert":" charging into high gear.\n\nRamp wise, aside from the above mentioned Spacecraft and charged rocks, the deck runs a fairly standard package. There are 14 pieces - to get us up to 50 mana sources - that range from rocks like "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Arcane Signet"}},{"insert":" and the new "},{"insert":{"card-link":"Solar Array"}},{"insert":", to dorks like "},{"insert":{"card-link":"Crystalline Crawler"}},{"insert":", to cost reducers like "},{"insert":{"card-link":"Enthusiastic Mechanaut"}},{"insert":" and "},{"insert":{"card-link":"Etherium Sculptor"}},{"insert":".\n\nIn terms of removal, we take our cues from the original precon - keeping staples and deck specific all-stars such as "},{"insert":{"card-link":"Dispatch"}},{"insert":", "},{"insert":{"card-link":"Swan Song"}},{"insert":", "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":", "},{"insert":{"card-link":"Angel of the Ruins"}},{"insert":", "},{"insert":{"card-link":"Chaos Warp"}},{"insert":", "},{"insert":{"card-link":"Alibou, Ancient Witness"}},{"insert":" and "},{"insert":{"card-link":"Organic Extinction"}},{"insert":". I did swap Chain Reaction for "},{"insert":{"card-link":"Delete"}},{"insert":" - which spares our artifact creatures (and charged Spacecraft) while also burning our opponents "},{"attributes":{"strike":true},"insert":"(just imagine it with a fully charged Eternity Elevator)"},{"insert":" - and added the various removal Spacecraft.\n\nAnd that - more or less - is my second stab at a Spacecraft deck. I am really enjoying every aspect of our visit to the Edge, and I hope we can return soon to get more Spacecraft for Inspirit's task force.\n"}]}














































































