Home / Magic: The Gathering / Doctor Who / Cybership
Cybership
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Artifact — Vehicle

Cybership

rare · Artifact — Vehicle · Doctor Who
$0.38
Low
$0.45
Market
$0.56
High

Oracle Text

Flying
Whenever this Vehicle deals combat damage to a player, put the top two cards of that player's library onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures.
Crew 4

Card Details

8/8Power / Toughness
{6}Mana Cost
1Prints

Character Background

Cybership is a splashy late-game threat that leans hardest into value and inevitability, with a secondary tempo angle once it starts connecting. An 8/8 flying Vehicle for six mana is already a major finisher, but the real prize is the attack trigger: every hit turns the top two cards of an opponent’s library into face-down 2/2 Cyberman artifact creatures under your control, effectively converting their deck into your board. That makes it especially strong in slower control shells or artifact-focused midrange decks that can survive to the late game and then overwhelm with stolen material. Because it has Crew 4, pair it with cheap high-power creatures, token makers, or tap-untap support to animate it consistently; cards that create multiple bodies are ideal. It also plays well with effects that care about artifacts or face-down creatures, since the Cybermen you gain are both.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.38 - $0.56
At the current market price of $0.45.
Average Time to Sell
3 days
At the current market price of $0.45.

Public Decks Using This Card

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Character Background

Cybership is a splashy late-game threat that leans hardest into value and inevitability, with a secondary tempo angle once it starts connecting. An 8/8 flying Vehicle for six mana is already a major finisher, but the real prize is the attack trigger: every hit turns the top two cards of an opponent’s library into face-down 2/2 Cyberman artifact creatures under your control, effectively converting their deck into your board. That makes it especially strong in slower control shells or artifact-focused midrange decks that can survive to the late game and then overwhelm with stolen material. Because it has Crew 4, pair it with cheap high-power creatures, token makers, or tap-untap support to animate it consistently; cards that create multiple bodies are ideal. It also plays well with effects that care about artifacts or face-down creatures, since the Cybermen you gain are both.

Generated using gpt-5.4-mini · Updated at 2026-08-11 17:10:46 UTC

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