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Rules guide · Creature

Merchant ShipHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Arabian Nights· December 17, 1993
Carte Magic Merchant Ship

Merchant Ship is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

This creature can't attack unless defending player controls an Island. Whenever this creature attacks and isn't blocked, you gain 2 life. When you control no Islands, sacrifice this creature.

Complete guide

Merchant Ship is a classic blue creature that offers a unique way to sustain your life total through maritime commerce. However, sailing these waters requires careful navigation of its specific terrain requirements and combat conditions. Understanding how to keep this vessel afloat and profitable is key to mastering its place in your deck.

Navigating the Island Requirements

Merchant Ship has two distinct geographical restrictions. First, it cannot be declared as an attacker unless the player it is attacking currently controls an Island. Second, it features a state-based sacrifice trigger: if at any moment you do not control an Island, you must sacrifice the Ship. This makes it vulnerable to land destruction or effects that change land types.

Profit from the High Seas

The life-gain ability is a triggered ability that occurs during the declare blockers step. For this to trigger, the Ship must be attacking and the defending player must choose not to block it. If the Ship is blocked by even a single creature, the ability will not trigger and no life will be gained. Note that the ability still triggers if the Ship was put onto the battlefield already attacking, provided no blockers are assigned to it.

Common Pitfalls

Players often forget that the sacrifice ability is mandatory and immediate. If your only Island is destroyed by an opponent, the Ship is sacrificed before you can cast another spell to replace it. Additionally, remember that the Island requirement for attacking only checks if the defending player has an Island, not if you have one—though you need your own Island just to keep the creature on the battlefield!

When to Set Sail

Merchant Ship is most effective in matchups against other Blue decks where Islands are guaranteed. In other scenarios, you may need to use effects that give your opponents Islands to ensure your Ship can actually leave the harbor and start generating life for you.

Interaction examples

Defensive Maneuvers

You control an Island, Merchant Ship, and Ornithopter of Paradise. Your opponent plays a spell to destroy your only Island. Even though you can tap Ornithopter of Paradise for Blue mana, you cannot use that mana to save the Ship because its sacrifice ability triggers the moment you control no Islands. The Ship is moved to the graveyard as a state-based action.

Uncontested Trade

You attack an opponent who controls an Island using both Merchant Ship and Faerie Mastermind. The opponent chooses to block Faerie Mastermind with a flyer but leaves Merchant Ship unblocked. During the declare blockers step, Merchant Ship's ability triggers because it is attacking and wasn't blocked. You gain 2 life before the combat damage step occurs.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Merchant Ship

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    An ability that triggers when something “attacks and isn’t blocked” triggers in the declare blockers step after blockers are declared if (1) that creature is attacking and (2) no creatures are declared to block it. It will trigger even if that creature was put onto the battlefield attacking rather than having been declared as an attacker in the declare attackers step.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Jon Irenicus, Shattered One
+Merchant Ship
#1

Jon Irenicus, Shattered One + Merchant Ship

Draw the game
  1. 1At the beginning of your end step, Jon Irenicus triggers, causing an opponent who controls no Islands to gain control of Merchant Ship.
  2. 2Merchant Ship triggers, causing the opponent to sacrifice it.
  3. 3However, Merchant Ship cannot be sacrificed due to its ability granted by Jon Irenicus.
  4. 4Merchant Ship triggers again, creating a mandatory infinite loop that causes the game to end in a draw.
Assault Suit
+Merchant Ship
#2

Assault Suit + Merchant Ship

Draw the game
  1. 1If needed, give control of Merchant Ship to an opponent who controls no Islands.
  2. 2When Merchant Ship's controller controls no Islands, Merchant Ship triggers, causing them to sacrifice it.
  3. 3However, Merchant Ship cannot be sacrificed due to Assault Suit.
  4. 4Merchant Ship triggers again, creating a mandatory infinite loop that causes the game to end in a draw.
03

Legal formats

legacyvintagecommanderoathbreakerdueloldschoolpredhtlr
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