Viewing offers in Near Mint condition
RMS Titanic
Oracle Text
Flying, trample
When RMS Titanic deals combat damage to a player, sacrifice it and create that many Treasure tokens.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Card Details
Set
Character Background
RMS Titanic in Magic: The Gathering is a striking red Vehicle that rewards you for turning a temporary threat into immediate economic payoff. At three mana, it fits best in aggressive or tempo shells that can crew early and pressure life totals with a 7/1 flying, trample attacker; the real prize is the combat damage trigger, which sacrifices the ship and makes that many Treasure tokens, turning a successful hit into explosive mana ramp for your next spell chain. Because it only needs crew 3, it plays well with cheap evasive creatures, token generators, and utility bodies that can safely contribute power without costing much. In Commander, it can also support sacrifice or artifact-value decks that want disposable permanents and burst mana. Pairing it with cards that grant extra combat steps or evasion can increase the odds of connecting, while treasure payoffs like artifact-matters finishers make the “unsinkable” momentum feel very real.
Generated using gpt-5.4-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 RMS Titanic
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
RMS Titanic in Magic: The Gathering is a striking red Vehicle that rewards you for turning a temporary threat into immediate economic payoff. At three mana, it fits best in aggressive or tempo shells that can crew early and pressure life totals with a 7/1 flying, trample attacker; the real prize is the combat damage trigger, which sacrifices the ship and makes that many Treasure tokens, turning a successful hit into explosive mana ramp for your next spell chain. Because it only needs crew 3, it plays well with cheap evasive creatures, token generators, and utility bodies that can safely contribute power without costing much. In Commander, it can also support sacrifice or artifact-value decks that want disposable permanents and burst mana. Pairing it with cards that grant extra combat steps or evasion can increase the odds of connecting, while treasure payoffs like artifact-matters finishers make the “unsinkable” momentum feel very real.
Generated using gpt-5.4-mini · Updated at 2026-08-11 04:10:47 UTC
