Home / Magic: The Gathering / Edge of Eternities / Pinnacle Kill-Ship
Pinnacle Kill-Ship
NM
LP
MP
HP

Viewing offers in Near Mint condition

common · Artifact — Spacecraft

Pinnacle Kill-Ship

common · Artifact — Spacecraft · Edge of Eternities
$0.14
Low
$0.17
Market
$0.21
High

Oracle Text

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

Card Details

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

Character Background

Pinnacle Kill-Ship reads like a late-game answer and finisher: its seven-mana cost and 10-damage ETB to a creature make it ideal for control or midrange/value decks that need a single hard answer to a game-ending threat and a big evasive threat afterward. The Station mechanic rewards building around big, tappable power — think abundant token armies, anthem effects, or a single massive beater you can afford to tap — because putting charge counters equal to that power is how you turn the artifact into a flying 7/7. Practical synergies include Doubling Season to accelerate reaching the 7+ threshold and anthem effects or pump spells (e.g., Glorious Anthem or a combat pump) to inflate a creature’s power before Stationing; also include vigilance providers or expendable tokens so you don’t cripple your attack step by tapping key attackers. Play it as a stabilizer: answer a critical blocker with the ETB and, once charged, present a recurring aerial clock rather than an early tempo play.

Generated using gpt-5-mini

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Suggested Pricing
$0.14 - $0.21
At the current market price of $0.17.
Average Time to Sell
3 days
At the current market price of $0.17.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Pinnacle Kill-Ship reads like a late-game answer and finisher: its seven-mana cost and 10-damage ETB to a creature make it ideal for control or midrange/value decks that need a single hard answer to a game-ending threat and a big evasive threat afterward. The Station mechanic rewards building around big, tappable power — think abundant token armies, anthem effects, or a single massive beater you can afford to tap — because putting charge counters equal to that power is how you turn the artifact into a flying 7/7. Practical synergies include Doubling Season to accelerate reaching the 7+ threshold and anthem effects or pump spells (e.g., Glorious Anthem or a combat pump) to inflate a creature’s power before Stationing; also include vigilance providers or expendable tokens so you don’t cripple your attack step by tapping key attackers. Play it as a stabilizer: answer a critical blocker with the ETB and, once charged, present a recurring aerial clock rather than an early tempo play.

Generated using gpt-5-mini · Updated at 2026-05-16 16:20:46 UTC

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