Marauding Dreadship

Artifact — Vehicle

Haste
When this Vehicle enters, incubate 2. (Create an Incubator token with two +1/+1 counters on it and "{2}: Transform this token." It transforms into a 0/0 Phyrexian artifact creature.)
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)

CMC
3
Mana cost
{2}{R}
Color identity
R
Rarity
common
Set
March of the Machine
Price
$0.06
EDHREC rank
#22263
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Marauding Dreadship card art
Marauding Dreadship lands as a 5/4 with ward 2 and the ability to crew itself by tapping to add mana — it's a self-sufficient vehicle that pulls double duty as a threat and a mana source. Five mana is a real ask, but the combination of evasion-adjacent protection and built-in crew makes it worth the slot in the right shell.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

In Commander, Marauding Dreadship fits best in decks that want a resilient, self-crewing threat — pirates, sea monsters, or any strategy that benefits from incidental mana generation on a sizeable body. In Pauper, a 5/4 ward 2 for five is a legitimate threat at common, and the mana ability has real upside in slower, grindier games. Modern and Legacy have little interest — five mana for a creature without immediate board impact or combo utility is simply too slow for those formats. Oathbreaker and Pioneer offer similar Commander-style applications, but narrower card pools mean it competes harder for the five-drop slot.

Key Combos

Combo lines featuring this card

Price Context

Current price

$0.06 bulk tier

At $0.06, Marauding Dreadship is deep bulk — the floor for any Magic card. That price isn't going anywhere; vehicles with conditional upside rarely appreciate unless a dedicated archetype breaks out around them.

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Mentioned

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    Updated . Data from Scryfall, EDHREC, and Commander Spellbook.