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Extinguisher Battleship
Oracle Text
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
Card Details
Character Background
Extinguisher Battleship reads like a late-game control/value finisher: its enter-the-battlefield destroy-a-noncreature and 4 damage to each creature clears enchantments, artifacts, and token or midrange boards while simultaneously buying tempo. The Station crew mechanic rewards a deck built around very high-power creatures or heavy pump effects—tapping a single 5+ power beater turns charge counters into an instant 10/10 flying, trample threat—so the card best supports a control/value game plan that ramps and stabilizes early, then closes with a massive evasive threat. Practical synergies include blink/reanimation to reuse the ETB removal, anthem or large “boss” creatures you can tap to crew in one activation, and proliferate or counter-doubling effects to accelerate the 5+ threshold. Build tips: include reliable ramp (mana rocks or acceleration), at least one way to protect the Battleship post-entry, and redundancy for artifact/enchantment hate—this minimizes the risk that your removal lands while the ship is killed before it becomes a creature.
Generated using gpt-5-mini
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Character Background
Extinguisher Battleship reads like a late-game control/value finisher: its enter-the-battlefield destroy-a-noncreature and 4 damage to each creature clears enchantments, artifacts, and token or midrange boards while simultaneously buying tempo. The Station crew mechanic rewards a deck built around very high-power creatures or heavy pump effects—tapping a single 5+ power beater turns charge counters into an instant 10/10 flying, trample threat—so the card best supports a control/value game plan that ramps and stabilizes early, then closes with a massive evasive threat. Practical synergies include blink/reanimation to reuse the ETB removal, anthem or large “boss” creatures you can tap to crew in one activation, and proliferate or counter-doubling effects to accelerate the 5+ threshold. Build tips: include reliable ramp (mana rocks or acceleration), at least one way to protect the Battleship post-entry, and redundancy for artifact/enchantment hate—this minimizes the risk that your removal lands while the ship is killed before it becomes a creature.
Generated using gpt-5-mini · Updated at 2026-05-16 20:40:46 UTC
