Home / Magic: The Gathering / Doctor Who / Become the Pilot
Become the Pilot
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Enchantment — Aura

Become the Pilot

rare · Enchantment — Aura · Doctor Who
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

Enchant noncommander creature
You control enchanted creature.
Enchanted creature gets +2/+2 and can't be blocked unless it's attacking its owner or a permanent its owner controls.

Card Details

-/-Power / Toughness
{3}{U}{U}Mana Cost
1Prints

Character Background

Become the Pilot is a clean Doctor Who-flavored tempo tool that turns an ordinary noncommander creature into a hard-to-answer threat while also stealing it outright. At five mana, it’s not an aggressive curve-topper, but in a blue control or midrange shell it can swing board parity in your favor: you gain a body, buff it to 2/2 larger, and force awkward blocking rules that often leave the opponent unable to interact profitably. The best home is in decks that already want evasive pressure or small utility creatures, especially ones with enter-the-battlefield effects you can reuse after gaining control. It pairs well with sacrifice outlets, bounce spells, or blink effects, since you can steal something, exploit it, then reset the board state. Because it can’t enchant commanders, it stays focused on traditional creature decks, where turning the enemy’s best piece into your own pilot can create a decisive tempo swing.

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

Become the Pilot is a clean Doctor Who-flavored tempo tool that turns an ordinary noncommander creature into a hard-to-answer threat while also stealing it outright. At five mana, it’s not an aggressive curve-topper, but in a blue control or midrange shell it can swing board parity in your favor: you gain a body, buff it to 2/2 larger, and force awkward blocking rules that often leave the opponent unable to interact profitably. The best home is in decks that already want evasive pressure or small utility creatures, especially ones with enter-the-battlefield effects you can reuse after gaining control. It pairs well with sacrifice outlets, bounce spells, or blink effects, since you can steal something, exploit it, then reset the board state. Because it can’t enchant commanders, it stays focused on traditional creature decks, where turning the enemy’s best piece into your own pilot can create a decisive tempo swing.

Generated using gpt-5.4-mini · Updated at 2026-08-11 12:10:45 UTC

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