Viewing offers in Near Mint condition
Pinnacle Kill-Ship
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
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
Buy from sellers
Peer-to-peer marketplace offers
Have a copy to sell?
List it in under a minute and reach buyers already browsing this page.
List Pinnacle Kill-Ship
Set your condition, quantity, and price. Your listing appears in the offers table above as soon as you publish it.
- No listing fees — CardFlippr takes a small cut only when your card sells.
- Buyers message you directly through CardFlippr to arrange payment and shipping.
- Pricing is suggested from the last 30 days of market activity, but you're always in control.
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
