“And I hear the sounds of thunder all around.”
Art:Cargo Ship by Thanh Tuấn
Table of Contents
Today’s Featured Commander Is:

We continue our Vehicle journey with a Cargo Ship! A really cool vehicle that is decently stat-ed and more important is a mana-dork for our artifacts, because of this you know we are packed to the brim with strong artifacts as well as strong artifact creatures, wrapping all of that greatness up with a mono-blue control package complete with card draw, counters and bounce effects and we have a really good chance against a creature-heavy format like Pauper EDH. While this deck is a little less control focused than a lot of other control decks in the format we have the benefit of being able to actually kill opponents at a reasonable pace and we with so many affinity affects and our extra mana production we can actually amass a decent board pretty quickly and we are able to protect it. This deck has been a blast to pilot, and after showcasing so many decks that rely on their commander 100%, it’s really nice to have a deck where our commander is in a support role. Without further ado, let’s get it!
The Deck:
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Cargo Ship Artifact Control!
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Why Cargo Ship?
Cargo Ship is a really strong support card for the deck, having a mana dork that we can always access not only always gives us a turn two play but can help our later turns as if we are casting artifacts we know we will have that extra mana, while in testing I almost never attacked with our commander if an opponent is close to death we can easily attack with them since they have both flying and vigilance, they are also really easy to crew which is quite nice. Overall Cargo Ship is a great piece of support for our deck but the beauty of it is that we are not reliant on them at all, if they keep getting killed its perfectly ok for the gameplan and really doesn’t change much, sure we ramp a little bit less but the core gameplan is still strong, we are like the opposite of a glass-cannon commander.
Deck Matchups:
Since this is Pauper EDH, there are an absolute ton of things that can tip a game in your favor or out of it. While an archetype may seem favorable, there are absolutely good and bad commanders for our deck to go up against; I have included both these, which were all played among my testing groups using various decks, and I have included the sample size for clarity purposes. This is just meant to be a guide after testing a bunch of games with this deck!
The information below is notes about specific decks that were featured in our testing pods and how we fared against them. Naturally, Pauper EDH is a multiplayer game, so these are just a summary of my notes against different commanders and strategies. When we test these decks we try to test to its strengths and weaknesses to give a full spectrum of what the deck has to offer. Various commanders and archetypes/strategies are used to get the most accurate information.
Commanders, we have a good matchup against:
Fynn, the Fangbearer Record against Fynn, the Fangbearer 4-2
Finally, a deck matchup where I can happily report that we beat up on Fynn! The main name of the game for our deck is to stop them at all costs; they are pretty much nothing without their commander, and if they don’t have a fast game, we are pretty good against them overall. Their deathtouch can be quite annoying, but we can simply outlast them if we can keep their commander at bay! This is a pretty good matchup for the deck.
Diamond Weapon Record against Diamond Weapon 5-2
This was a very interesting matchup to me so I tested it quite a lot, overall this matchup is absolutely favorable but just like Fynn we need to keep their commander off of the field as much as we can, with Diamond Weapon on the field they can hit really hard so using cards like Deep Freeze or Kasmina's Transmutation
Bone-Cairn Butcher
I was a bit nervous about this one, but it actually went really well! Bone-Cairn is a great commander and one of the strongest in the format but they do not do well when they are heavily contested and just like the other decks we are good against we need to pressure, while its not really their commander I like to take out their big token generators making them not really do much, I had a lot of success using this strategy in testing.
Commanders, we have a tough matchup against:
Arabella, Abandoned Doll
A pretty tough deck for us to deal with, they are really quick and often times we are just getting set up with artifacts and stuff when they start to deal big damage, cards like Unsummon
Alexios, Deimos of Kosmos
Alexios is a really good commander that sows a lot of chaos, they can also get huge and get out of hand very quickly, it can be tough for our deck to interact with them if they get resolved, if we can stop them from resolving our opponents will have a really tough time aginst us but if they stick Alexios it was pretty much over for me everytime.
Ley Weaver
A big mana deck who has the counters to back it up and can combo off in what feels like a million different ways yea, this is a pretty tough one for our deck, they are often combo heavy and counterspell heavy and it can be hard to engage in counterspell wars with a deck that has so much mana, I had a lot of trouble against this crazy duo.
Strategy Overview:
You are in control:
Even though we do a ton of artifact stuff throughout the game, don’t forget we are a control deck at heart, and that is what we do best: set the game to our pace and stop opponents from getting too out of hand.
Fill that Board:
Since we have affinity creatures like Myr Enforcer
Deck Overview:
This section contains information about cards in the deck and how they function within the deck! I also highlighted some of my favorite cards in the deck!
Creatures:
Our mana production is honestly kind of insane in this deck, from our commander to cards like Foundry Inspector
Instants:
Being an artifact deck that also is control has a lot of benefits, with quite a few cards that get cheaper for us like Metallic Rebuke
Sorceries:
If one of our big artifacts or vehicles gets killed, which is pretty likely throughout the course of the game, we do have Argivian Restoration
Artifacts:
We have a lot of mana rocks that we arguably don’t need because of our commander, but it is still nice to get value out of a card like Mind Stone
Enchantments:
Against decks that are super reliant on their commander, I love using both Deep Freeze
Strengths of the Deck:
- We are a control deck that actually has a decent creature package, so not only can we control the pace of the game, but we are also able to end games pretty easily.
- We can actually fill up the board quite quickly since we have quite a few affinity cards as well as our commander, which can help us speed up our game plan.
- We are pretty strong against aggressive strategies because we can bounce and counter most of their big hitters, leaving them with not very much.
Weaknesses of the Deck:
- Control vs Control matchups can be tough for us, mostly because we are a control deck that is not as counter-heavy as a lot of decks.
- Weak to artifact hate, especially on a mass scale.
- If we don’t find our late-game pieces, we can have some trouble in combat, especially against stompy decks.
Deck Stats:






Sample Hands:




Conclusion:
Thanks so much for reading to the end! Cargo ship is a really fun commander, and I can not wait for them to become legal when Rule Break Month Two starts in July! Cargo ship is nothing but a mana dork and an ok attacker/blocker but being able to have a consistent mana dork that allows us to speed up our gameplan while we have the benefits of our control package allowing us to have the game at our pace and control what our opponents can and cannot do. This deck is a blast, and I hope you all enjoyed it! Stay tuned and tap in!