When it came time to build around Consulate Dreadnought, I realized there really weren't many ways to build the deck. Since the crew cost is so high, the creature plan wouldn't be very good (and if we did try to use creatures, the deck would probably end up looking like Mardu Vehicles with Consulate Dreadnought), so instead, I decided we should overload on the biggest, most efficient Vehicles possible and then stuff the other half of our deck full of cards that could turn the artifacts into creatures without the need for crewing and try to beat our opponent down before they have a chance to recover!
The primary combo of our deck is Consulate Dreadnought + Siege Modification, which together can give us a 10/11 first-striking creature attacking on Turn 3. Probably the best part of the combo is that it only takes two hits to win the game, which means with our best draw, we can kill our opponent on Turn 4fast enough to race aggro decks and even the Copy Cat combo! Of course, there's one big problem with our plan: Fatal Push destroys the combo (and two-for-ones us in the process) for just a single mana, and apparently, the black instant is played in more than 100% of decks at the moment, which means we need some protection.
Blossoming Defense is in the deck to make sure our self-driving Consulate Dreadnought doesn't get blown out by removal. If our opponent goes to kill our car, we can simply give it hexproof and keep attacking to hopefully close out the game in short order. While removal is one of the biggest problems with Consulate Dreadnought, there is one more: while the car is huge, it doesn't have any sort of evasion, which means our opponent can chump block it for a few turns while they are waiting to find removal. The good news is that we have a plan for this too!
Key to the City is an essential part of our nut draw. Here's the idea: on Turn 1, we play a Consulate Dreadnought. On Turn 2, we get down a Key to the City. On Turn 3, we enchant our Consulate Dreadnought with Siege Modification (which makes it a 10/11 self-driving car) and attack for 10. If our opponent has a blocker, we simply discard a card to Key to the City and make our Consulate Dreadnought unblockable; then, on Turn 4, we repeat the process and attack for 10 more damage to finish off our opponent!
While this might sound simple, and sometimes it is, there will also be games when we don't draw a copy of Consulate Dreadnought and other times when we won't draw a Siege Modification. The good news is that while these are our most powerful options for building a self-driving car, we actually have a ton of redundancy built into the deck, with a bunch of vehicles and many ways to make them drive themselves.