Copter certainly deserves consideration, and I had it in a previous build. The issue is that there aren't enough creatures that want to crew it. Assume we replaced our
Fleetwheel Cruisers with
Smuggler's Copters. How many creatures would we want to crew the copter with? Let's assume that Copter is worth the loss of a creature on defense if that creature had 2 power or worse.
Sylvan Advocate is sometimes good and sometimes bad, so I'll count it as half a creature.
2x
Sylvan Advocate (*0.5)
2x
Pia Nalaar3x
Thopter Engineer1x
Nissa, Vastwood Seer2x
Reclamation Sage2x
Pia and Kiran Nalaar1x
Arlinn Kord (the wolf)
2x
Foundry of the ConsulsWhich gives us 14 "good" crew draws. Let's further restrict this to just cards that can come down on curve alongside a copter - on turns 1, 2, or 3.
2x
Sylvan Advocate (*0.5)
2x
Pia Nalaar3x
Thopter Engineer1x
Nissa, Vastwood Seer2x
Reclamation SageThose are your 9 "ideal" crew. Not a lot, but not impossible. So,
14 Good Crew, 9 Ideal Crew.
Now, for comparison, let's look at some of the best
pro tour decks that ran Copters and were not using them for madness (which adds a different dimension of value). Obviously they have a larger card pool, so we'd expect them to be a little better, but let's see how the numbers match up.
First, Joey Manner's Blue White Flash deck that went 9-1:
Good Crew:
4x
Gideon, Ally of Zendikar4x
Thraben Inspector4x
Selfless Spirit3x
Rattlechains4x
Reflector Mage4x
Spell Queller2x
Westvale AbbeyIdeal Crew:
4x
Thraben Inspector4x
Selfless Spirit3x
Rattlechains4x
Reflector Mage4x
Spell QuellerSo,
25 Good Crew, 19 Ideal Crew.
How about Makis Matsoukas' 8-0-2 Red White Tokens Deck?
Good Crew:
2x
Gideon, Ally of Zendikar4x
Inventor's Apprentice4x
Thraben Inspector4x
Reckless Bushwhacker3x
Pia Nalaar4x
Servo ExhibitionIdeal Crew:
4x
Inventor's Apprentice4x
Thraben Inspector4x
Reckless Bushwhacker3x
Pia Nalaar4x
Servo Exhibition21 Good Crew, 19 Ideal Crew.
And, for one last comparison, Charles Eliatamby's 8-2 Bant Midrange Deck:
Good Crew:
4x
Gideon, Ally of Zendikar4x
Fairgrounds Warden4x
Thraben Inspector4x
Sylvan Advocate (*0.5)
4x
Servant of the Conduit1x
Westvale AbbeyIdeal Crew:
4x
Fairgrounds Warden4x
Thraben Inspector4x
Sylvan Advocate (*0.5)
4x
Servant of the Conduit19 Good Crew, 14 Ideal Crew. Although, a lot of his Good Crew are
close to ideal - Gideon and Sylvan Advocate aren't far off the mark.
The numbers of crew are pretty varied, but we can get a good idea for the target. In order to run this card as a 4-of in competitive standard, you want to have ~21 Good Crew and ~18 Ideal Crew.
We have 14 and 9. Now, we are also only running 2 copies, and we have fewer powerful cards to choose from, so a weaker copter might still be good enough. But we're not even *close* to where we should be on crew.
Frank Karsten evaluated this
in a very different manner, but the results are nearly identical - all of these decks (and ours) are running ~4 vehicles, and thus want ~18 crew targets. We are, by this metric as well, horribly below the mark.
Now, for comparison, let's check our
Fleetwheel Cruisers. For this to be good, we need to have creatures with 2-4 power who can be cast on or before turn five. We also get one free attack out of it, and it has haste / trample, but it doesn't loot or fly. Let's call that a wash for now; all the effects are very good in our deck.
For our deck:
Good Crew:
2x
Sylvan Advocate3x
Voltaic Brawler2x
Pia Nalaar3x
Thopter Engineer1x
Nissa, Vastwood Seer2x
Tireless Tracker2x
Reclamation Sage2x
Pia and Kiran Nalaar2x
Thought-Knot Seer1x
Arlinn Kord (the wolf)
1x
Verdurous Gearhulk1x
Woodland Bellower (whatever it brings along)
1x
Chandra, Flamecaller (her tokens)
2x
Foundry of the ConsulsIdeal Crew:
2x
Sylvan Advocate3x
Voltaic Brawler2x
Pia Nalaar3x
Thopter Engineer1x
Nissa, Vastwood Seer2x
Tireless Tracker2x
Reclamation Sage2x
Pia and Kiran Nalaar2x
Thought-Knot Seer1x
Arlinn Kord1x
Verdurous Gearhulk25 Good Crew, 21 Ideal Crew. Hey look, we're even above where we should be!
How about Skysovereign? Here we need crew with power 3-5 and playable on or before turn six.
Good Crew:
2x
Sylvan Advocate3x
Voltaic Brawler2x
Pia Nalaar1x
Nissa, Sage Animist (the token)
2x
Tireless Tracker2x
Pia and Kiran Nalaar2x
Thought-Knot Seer1x
Verdurous Gearhulk2x
Reality Smasher1x
Nissa, Vital Force1x
Woodland Bellower1x
Chandra, FlamecallerIdeal Crew:
2x
Sylvan Advocate3x
Voltaic Brawler2x
Pia Nalaar2x
Tireless Tracker2x
Pia and Kiran Nalaar2x
Thought-Knot Seer1x
Verdurous Gearhulk2x
Reality Smasher1x
Nissa, Vital Force1x
Woodland Bellower1x
Chandra, Flamecaller20 Good Crew, 19 Ideal Crew. Right on track, especially given that our lesser creatures (not listed here) can pair up to crew it for value.
Copter may be the more powerful card, but our deck is
not well designed to play it. By comparison, we are perfectly equipped to play our other three vehicles.