Summary:

Shorikai to churn the deck, vehicles as payoffs for the bulk of the game. This is a midrange deck that looks to cast Shorikai and use it to draw cards while simultaneously developing a ground force of blockers. In the mid and late game, the graveyard is your second hand (not that your hand will be empty often). Finally, if the game is taking too long or you just happen to assemble the pieces, you have access to a game-ending combo.

Examples:

Wonder helps improve your Pilots and Vehicles alike by letting you block opposing flyers or get over the finishline. Cards like Cyberdrive Awakener make for a burst of damage that can knock someone that that wasn't expecting it. Gain additional value off the commander by pairing Shorikai, Genesis Engine with cards Minamo, School at Water's Edge, Unwinding Clock, and Mobile Garrison. Turn the discard effect of Shorikai into a good thing with Containment Construct, Emry, Lurkery of the Loch, Tameshi, Reality Architect, and more. This deck can grind!

Time to End the Game:

The deck has the potential to infinite with Intruder Alarm + Shorikai, Genesis Engine + at least one mana dork. The best would be Grand Architect so that you net mana on each iteration and can cast Altar of the Brood after you draw the whole deck and then use Elixir of Immortality to go actual limitless. Psychosis Crawler also provides a lot of closing power especially if your opponent can't be milled out by the Altar.

Downgrades:

If this deck is too much for your group, consider first changing the commander to Kotori, Pilot Prodigy in order to keep the Vehicle theme but drastically lower the ability of the deck to grind or draw cards. If you want to keep the grinding but still lower the power, Tameshi, Reality Architect is a middle-ground commander, but does not fit the Vehicle theme as the leader.

If swapping the commander isn't what you want to do -- but you still want to tone-down the deck -- then cut Intruder Alarm, Unwinding Clock, Mind Over Matter, and Minamo, School at Water's Edge.

Upgrades:

First upgrade would be to improve the mana. The lands and rocks I've chosen to run were just the first ones I grabbed from my binder. I would upgrade the lands by adding more untapped two-color lands, a Flooded Strand or more fetches, and also adding Ancient Tomb. If you have the card or are proxy-friendly, then Mishra's Workshop is great. The rocks get upgraded with any number of the pieces you'd find in cEDH decks: Mox Opal is first and then from there Mox Diamond, Grim Monolith, Mana Vault, and Chrome Mox in that order. The Monolith and Mana Vault are extra nice in this deck since they will untap.

The second upgrade (as well as the second-part-b-upgrade) would be to add tutors, first and foremost being Enlightened Tutor and then from there I would add Whir of Invention, Fabricate, and Idyllic Tutor in that order. If you don't want tutors but still want to churn even faster through the deck, then add more card draw. This iteration of the deck leans more on the commander to do the digging, but Rhystic Study is a great include for obvious reasons as are burst-draw cards like Dig Through Time, Reality Heist, and Windfall.

Finally, the finishing combo can be improved by adding Dramatic Reversal + Isochron Scepter to the deck. It's far more efficient than the Intruder Alarm combo but can be run in conjunction with it. I would also upgrade the Elixir to a Timetwister if you have the card or proxy-friendly. If you can't or don't want to use Timetwister, then Temporal Cascade is a good enough substitute given that you will have infinite mana.

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Comments

92% Casual

Competitive

Date added 2 years
Last updated 2 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

51 - 0 Rares

17 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.12
Tokens Angel 4/4 W w/ Vigilance, Construct 0/0 C, Elephant 3/3 G, Emblem Teferi, Who Slows the Sunset, Emblem Tezzeret, Betrayer of Flesh, Foretell, Pilot 1/1 C, Treasure
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