Home / Magic: The Gathering / Aetherdrift / Valor's Flagship
Valor's Flagship
NM
LP
MP
HP

Viewing offers in Near Mint condition

mythic · Legendary Artifact — Vehicle

Valor's Flagship

mythic · Legendary Artifact — Vehicle · Aetherdrift
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

Flying, first strike, lifelink
Crew 3
Cycling {X}{2}{W} ({X}{2}{W}, Discard this card: Draw a card.)
When you cycle this card, create X 1/1 colorless Pilot creature tokens with "This token saddles Mounts and crews Vehicles as though its power were 2 greater."

Card Details

7/7Power / Toughness
{4}{W}{W}{W}Mana Cost
1Prints

Character Background

Valor's Flagship reads like a commander’s prize ship, but in play it is really a stabilizing mythic for slow white decks that want to turn the corner with overwhelming air superiority. A 7/7 body with flying, first strike, and lifelink makes combat miserable for the opponent and swings races hard, so it fits best in control or midrange shells that can survive to six mana and then immediately threaten lethal pressure. Crew 3 is manageable, especially because the cycling mode gives it two jobs at once: cash it in when clunky, and if you pay extra, the Pilots it creates help crew larger Vehicles or saddle Mounts while also smoothing future turns. That makes it especially strong with token support, artifact-matter payoffs, and other Vehicles that want cheap bodies. In draft or Commander, prioritize ways to generate early creatures and mana so the Flagship can either attack safely or be cycled for a burst of board presence.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.00.
Average Time to Sell
3 days
At the current market price of $0.00.

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Character Background

Valor's Flagship reads like a commander’s prize ship, but in play it is really a stabilizing mythic for slow white decks that want to turn the corner with overwhelming air superiority. A 7/7 body with flying, first strike, and lifelink makes combat miserable for the opponent and swings races hard, so it fits best in control or midrange shells that can survive to six mana and then immediately threaten lethal pressure. Crew 3 is manageable, especially because the cycling mode gives it two jobs at once: cash it in when clunky, and if you pay extra, the Pilots it creates help crew larger Vehicles or saddle Mounts while also smoothing future turns. That makes it especially strong with token support, artifact-matter payoffs, and other Vehicles that want cheap bodies. In draft or Commander, prioritize ways to generate early creatures and mana so the Flagship can either attack safely or be cycled for a burst of board presence.

Generated using gpt-5.4-mini · Updated at 2026-08-11 11:10:45 UTC

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