Skysovereign, Consul Flagship 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.
Official card text
Flying Whenever Skysovereign enters or attacks, it deals 3 damage to target creature or planeswalker an opponent controls. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Complete guide
Skysovereign, Consul Flagship is a powerful legendary Vehicle that dominates the skies and provides immediate board control. This centerpiece of Kaladesh engineering serves as both a high-damage removal tool and a resilient threat that can evade ground-based defenses.
A Flying Siege Engine
Skysovereign, Consul Flagship is a 6/5 artifact with Flying and a triggered ability that deals 3 damage to an opponent's creature or planeswalker. Unlike standard creatures, it is normally just an artifact on the battlefield. To use it in combat, you must activate its Crew 3 ability by tapping any number of untapped creatures you control with total power 3 or more.
The Timing of Damage
The 'enters or attacks' trigger is a critical feature of this card. When Skysovereign first hits the battlefield, the ability goes on the stack immediately. Later, after you have crewed the Vehicle and declared it as an attacker during the declare attackers step, the ability triggers again. This allows you to potentially remove a blocker before it even has the chance to stand in your way.
Mastering the Crew Ability
Tapping creatures for Crew 3 is a cost, meaning once you announce the activation and tap your creatures, your opponent cannot respond by killing your creatures to stop the cost from being paid. Note that creatures with 'summoning sickness' can still be tapped to crew a Vehicle. However, Skysovereign itself cannot attack the turn it enters unless it has haste, even if it is successfully crewed.
Key Strategic Tips
Remember that Skysovereign is only a creature until the end of the turn. This makes it immune to sorcery-speed creature removal like board wipes during your opponent's turn. Additionally, because it is a Vehicle, it does not have a creature type (like Golem or Human) even when crewed, unless an effect specifically grants it one.
Interaction examples
You cast Skysovereign, Consul Flagship; when it enters, its trigger deals 3 damage to an opponent's creature. On your next turn, you can tap Solemn Simulacrum (which has 2 power) and another creature with at least 1 power to pay the Crew 3 cost. Once Skysovereign becomes a creature, you declare it as an attacker, triggering its ability again to deal another 3 damage to a target creature or planeswalker.
If your opponent has cast The One Ring and has protection from everything, you can still play Skysovereign, Consul Flagship. However, because protection from everything prevents being targeted by abilities, you cannot target the opponent's planeswalkers with Skysovereign's damage trigger. You can still target their creatures, as the protection applies to the player, not their permanents.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Skysovereign, Consul Flagship
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Each Vehicle is printed with a power and toughness, but it's not a creature. If it becomes a creature (most likely through its crew ability), it will have that power and toughness.
No other card is named in this ruling.
- #2· Wizards of the Coast
If an effect causes a Vehicle to become an artifact creature with a specified power and toughness, that effect overwrites the Vehicle's printed power and toughness.
No other card is named in this ruling.
- #3· Wizards of the Coast
Vehicle is an artifact type, not a creature type. A Vehicle that's crewed won't normally have any creature type.
No other card is named in this ruling.
- #4· Wizards of the Coast
Once a player announces that they are activating a crew ability, no player may take other actions until the ability has been paid for. Notably, players can't try to stop the ability by changing a creature's power or by removing or tapping a creature.
No other card is named in this ruling.
- #5· Wizards of the Coast
Any untapped creature you control can be tapped to pay a crew cost, even one that just came under your control.
No other card is named in this ruling.
- #6· Wizards of the Coast
You may tap more creatures than necessary to activate a crew ability.
No other card is named in this ruling.
- #7· Wizards of the Coast
Creatures that crew a Vehicle aren't attached to it or related in any other way. Effects that affect the Vehicle, such as by destroying it or giving it a +1/+1 counter, don't affect the creatures that crewed it.
No other card is named in this ruling.
- #8· Wizards of the Coast
Once a Vehicle becomes a creature, it behaves exactly like any other artifact creature. It can't attack unless you've controlled it continuously since your turn began, it can block if it's untapped, it can be tapped to pay a Vehicle's crew cost, and so on.
No other card is named in this ruling.
- #9· Wizards of the Coast
You may activate a crew ability of a Vehicle even if it's already an artifact creature. Doing so has no effect on the Vehicle. It doesn't change its power and toughness.
No other card is named in this ruling.
- #10· Wizards of the Coast
For a Vehicle to be able to attack, it must be a creature as the declare attackers step begins, so the latest you can activate its crew ability to attack with it is during the beginning of combat step. For a Vehicle to be able to block, it must be a creature as the declare blockers step begins, so the latest you can activate its crew ability to block with it is during the declare attackers step. In either case, players may take actions after the crew ability resolves but before the Vehicle has been declared as an attacking or blocking creature.
No other card is named in this ruling.
- #11· Wizards of the Coast
When a Vehicle becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
No other card is named in this ruling.
- #12· Wizards of the Coast
If a permanent becomes a copy of a Vehicle, the copy won't be a creature, even if the Vehicle it's copying has become an artifact creature.
No other card is named in this ruling.
Legal formats
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Meta decks with Skysovereign, Consul Flagship
No archived Top 8 deck with this card yet.



Solemn Simulacrum
The One Ring