
Inspirit, Flagship Vessel
Legendary Artifact — Spacecraft5/5$4.62
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 8+.) 1+ | At the beginning of combat on your turn, put your choice of a +1/+1 counter or two charge counters on up to one other target artifact. 8+ | Flying Other artifacts you control have hexproof and indestructible.
Legal in Commander
Is
Does
Rewards
Combos 17
Inspirit, Flagship Vessel + Kilo, Apogee Mind + Magistrate's Scepter
- Infinite turns
Commander Spellbook ↗How it works
Before you start
Inspirit has one or more charge counters on it.
Steps
At the beginning of your combat phase, Inspirit triggers, putting two charge counters on Magistrate's Scepter. Activate Inspirit's station ability by tapping Kilo. Kilo triggers, putting a charge counter on Magistrate's Scepter. Resolve Inspirit's station ability. Activate Magistrate's Scepter's second ability by tapping it and removing three charge counters from it, causing you to take an extra turn after this one. Repeat each turn.
Inspirit, Flagship Vessel + Magistrate's Scepter + Coretapper
- Infinite turns
Commander Spellbook ↗How it works
Before you start
Inspirit has one or more charge counters on it.
Steps
Activate Coretapper's first ability by tapping it, putting a charge counter on Magistrate's Scepter. At the beginning of your combat phase, Inspirit triggers, putting two charge counters on Magistrate's Scepter. Activate Magistrate's Scepter's second ability by tapping it and removing three charge counters from it, causing you to take an extra turn after this one. Repeat each turn.
Inspirit, Flagship Vessel + Magistrate's Scepter + Vedalken Infuser
- Infinite turns
Commander Spellbook ↗How it works
Before you start
Inspirit has one or more charge counters on it.
Steps
At the beginning of your upkeep, Vedalken Infuser triggers, putting a charge counter on Magistrate's Scepter. At the beginning of your combat phase, Inspirit triggers, putting two charge counters on Magistrate's Scepter. Activate Magistrate's Scepter's second ability by tapping it and removing three charge counters from it, causing you to take an extra turn after this one. Repeat each turn.
Inspirit, Flagship Vessel + Magistrate's Scepter + Doubling Season
- Infinite turns
Commander Spellbook ↗How it works
Before you start
Inspirit has one or more charge counters on it.
Steps
At the beginning of your combat phase, Inspirit triggers, putting four charge counters on Magistrate's Scepter. Activate Magistrate's Scepter's second ability by tapping it and removing three charge counters from it, causing you to take an extra turn after this one. Repeat each turn.
Inspirit, Flagship Vessel + Magistrate's Scepter + Aurelia, the Warleader
- Infinite turns
Commander Spellbook ↗How it works
Before you start
An opponent cannot block and kill Aurelia. Inspirit has one or more charge counters on it.
Steps
At the beginning of your combat phase, Inspirit triggers, putting two charge counters on Magistrate's Scepter. Declare Aurelia as an attacker, triggering its ability, causing you to untap all creatures you control and to get an additional combat phase after this one. Move to your second combat phase. At the beginning of the combat phase, Inspirit triggers, putting two charge counters on Magistrate's Scepter. Activate Magistrate's Scepter's second ability by tapping it and removing three charge counters from it, causing you to take an extra turn after this one. Repeat each turn.
Inspirit, Flagship Vessel + Magistrate's Scepter + Mirror Room // Fractured Realm
- Infinite turns
Commander Spellbook ↗How it works
Before you start
Fractured Realm is unlocked. Inspirit has one or more charge counters on it.
Steps
At the beginning of your combat phase, Inspirit triggers twice, putting four charge counters on Magistrate's Scepter. Activate Magistrate's Scepter's second ability by tapping it and removing three charge counters from it, causing you to take an extra turn after this one. Repeat each turn.
Inspirit, Flagship Vessel + Magistrate's Scepter + Brad Boimler, Eager Ensign
- Infinite turns
Commander Spellbook ↗How it works
Before you start
Inspirit has one or more charge counters on it. Brad Boimler has been tapped this turn.
Steps
At the beginning of your combat phase, Inspirit triggers, putting three charge counters on Magistrate's Scepter. Activate Magistrate's Scepter's second ability by tapping it and removing three charge counters from it, causing you to take an extra turn after this one. Repeat each turn.
Inspirit, Flagship Vessel + Magistrate's Scepter + Vorinclex, Monstrous Raider
- Infinite turns
Commander Spellbook ↗How it works
Before you start
Inspirit has one or more charge counters on it.
Steps
At the beginning of your combat phase, Inspirit triggers, putting four charge counters on Magistrate's Scepter. Activate Magistrate's Scepter's second ability by tapping it and removing three charge counters from it, causing you to take an extra turn after this one. Repeat each turn.
Inspirit, Flagship Vessel + Magistrate's Scepter + Winding Constrictor
- Infinite turns
Commander Spellbook ↗How it works
Before you start
Inspirit has one or more charge counters on it.
Steps
At the beginning of your combat phase, Inspirit triggers, putting three charge counters on Magistrate's Scepter. Activate Magistrate's Scepter's second ability by tapping it and removing three charge counters from it, causing you to take an extra turn after this one. Repeat each turn.
Inspirit, Flagship Vessel + Magistrate's Scepter + Innkeeper's Talent
- Infinite turns
Commander Spellbook ↗How it works
Before you start
Innkeeper's Talent is level 3. Inspirit has one or more charge counters on it.
Steps
At the beginning of your combat phase, Inspirit triggers, putting four charge counters on Magistrate's Scepter. Activate Magistrate's Scepter's second ability by tapping it and removing three charge counters from it, causing you to take an extra turn after this one. Repeat each turn.
Combo data from Commander Spellbook. Only combos of 2 or 3 named cards are listed.
Best commanders
Commanders whose abilities work with this card and share its colors, from what the cards do.
- Kilo, Apogee MindKilo, Apogee Mind proliferates and Inspirit, Flagship Vessel puts +1/+1 counters on your creatures.
- The ThingInspirit, Flagship Vessel puts +1/+1 counters on your creatures and The Thing doubles counters.
- Cayth, Famed MechanistCayth, Famed Mechanist proliferates and Inspirit, Flagship Vessel puts +1/+1 counters on your creatures.
- Tam, the PossibilityTam, the Possibility proliferates and Inspirit, Flagship Vessel puts +1/+1 counters on your creatures.
- Saint Traft and Rem KarolusInspirit, Flagship Vessel taps your creatures, which Saint Traft and Rem Karolus can use because it triggers when your creature becomes tapped.
- Ramos, Dragon EngineRamos, Dragon Engine is an Artifact, which Inspirit, Flagship Vessel can use.
- Breya, Etherium ShaperBreya, Etherium Shaper is an Artifact, which Inspirit, Flagship Vessel can use.
- Tetzin, Gnome Champion // The Golden-Gear ColossusTetzin, Gnome Champion // The Golden-Gear Colossus is an Artifact, which Inspirit, Flagship Vessel can use.
- Vraska, Soul of StoneVraska, Soul of Stone makes artifact tokens, which Inspirit, Flagship Vessel can use because it rewards an Artifact.
- Urtet, Remnant of MemnarchUrtet, Remnant of Memnarch is an Artifact, which Inspirit, Flagship Vessel can use.