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H.M.S. Bounty, Unlikely Timeship

H.M.S. Bounty, Unlikely Timeship

Legendary Artifact — Spacecraft

H.M.S. Bounty wants a deck that takes extra turns to pull ahead. It also suits a deck that turns its Vehicles into creatures and attacks with them.

  • Mana cost4 genericblue
  • Blue ()
  • Power / toughness3 / 4
  • RarityRare

When H.M.S. Bounty enters, you may search your library for a Whale card, reveal it, put it into your hand, then shuffle.

Station

8+ | Flying

Whenever H.M.S. Bounty deals combat damage to a player, draw a card. If you control a Whale and haven't begun an extra turn this game, take an extra turn after this one.

Build a deck with H.M.S. Bounty Find it in the app

Archetypes

Cards That Fit H.M.S. Bounty, Unlikely Timeship

Picked for what they do in H.M.S. Bounty's deck. When two cards do the same job, the one with the lower comes first. All of them fit H.M.S. Bounty's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

plan6

The 6 Cards

Similar Commanders

Commanders that share the most with H.M.S. Bounty, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryUPlayers write colors as letters: U for blue. Blue is U because B was already taken by black.Extra TurnsExtra Turns decks cast spells that give them another turn right after this one, and try to take several in a row. Taking them back to back is hard to play against, so Commander's three most casual brackets ask players not to.Open the Extra Turns pageExtra TurnsTakes an additional turn once this one ends. Time Warp, Final Fortune. Casting them one after another so opponents never get a turn back is what Brackets 2 and 3 specifically ask you not to do.Open the Extra Turns pageDrawDraws you extra cards. More cards means more choices every turn, and in a 100-card deck it is the main way to find the pieces you need. Rhystic Study, SkullclampOpen the Draw pageTutor - NarrowFinds a specific class of card: a subtype, a named card, an Equipment, or one capped by mana value. Steelshaper's Gift, Captain Sisay, Green Sun's Zenith.Open the Tutor - Narrow pageVehiclesVehicle decks use Vehicles, artifacts that become creatures when you tap your own creatures to crew them. A Vehicle is not a creature the rest of the time, so it survives spells that destroy all creatures and then turns into an attacker when you need it.Open the Vehicles pageVehicleAn artifact subtype that is not a creature until it is crewed. Crew N is an activated ability: tap any number of untapped creatures you control whose total power is N or more, and the Vehicle becomes an artifact creature until end of turn. The crewing creatures are only tapped: they are never sacrificed, they do not attack, and summoning sickness does not stop them from crewing. Smuggler's CopterOpen the Vehicle pageTutors / ToolboxCards that search your deck for another card, each one called a tutor, so you can find the exact answer you need.Open the Tutors / Toolbox pageTutorSearches your deck for a specific card. Because a Commander deck may only contain one copy of each card, a tutor is how you reliably find the exact one you need. See the Tutor tier tags for how broad each search is. Demonic TutorOpen the Tutor page