We all saw it coming, so here's my take on the new artifact type, vehicles.

The most important thing to remember about vehicles, is that they're basically oversized equipment. They rely on creatures to deal damage, and augment the power of those creatures. Rather than costing mana to equip, however, you tap creatures up to a certain power total. The upside is that the creatures can crew vehicles the same turn that they enter, and the vehicle's body is imperiled rather than the creature's.

That beign said, this is a mid-rangey deck that relies on cheapish creatures early game and high power vehicles later in the game. Now start your engines and let's go!

The Fast

What are cars without drivers? Nothing! (Most of the time.) Our team of experienced racers includes only the top drivers for our monstrous vehicles.

Veteran Motorist is one of our star players, coming out early, setting up our draws, and piloting any vehicle in the deck. On top of that, this dwarf is still aggressively costed enough to attack on its own if necessary.

Foundry Inspector is our other star pilot-- it may be a consulate robot, but for now it's taking life in the fast lane. At 3 power, he also crews anything in the deck. And his ability makes all of our cars even more aggressive, allowing for faster ad furiouser plays.

Depala, Pilot Exemplar and Chief of the Foundry play smaller roles, but are still important nonetheless. Depala, being legendary, only gets two slots in the deck, but she's still insanely good.She pilots anything in the deck, makes your vehicles better, and turns leftover mana into value later in the game. Chief, on the other hand, powers up the vehicles, as well as Foundry Inspectors, but can only pilot some of the vehicles, and there are rarely enough vehicles in play at once to make his anthem ability insane. Might be replaced with Cogworker's Puzzleknot.

The Furious

The pilots really shine, though, in the very best vehicles.

Cultivator's Caravan is definitely up there, presenting a 3-cost mana rock when you're not crewing it, and a 5/5 body as early as turn 4 when you are.

Bomaat Bazaar Barge is another strong one, drawing a card to replace itself the turn it comes in even if something happens to it.

Smuggler's Copter is, in a word, insane. It A 3/3 flier for 2 mana is alright, given that you have to tap a creature to use it. But every creature in the deck can crew it, and most of them give it +1/+1, making it an evasive 4/4 that can attack as early as turn 3. And, as if that wasn't enough, it lets you pitch dead draws to dig for more gas!

Fleetwheel Cruiser, though offering less utility or value than the others, has the benefit of autopilot the turn it enters, making an immediate impact. This gives it a huge leg up over other potential vehicles, as it lets the creature that would have otherwise crewed it to attack instead if you so choose.

Finally, Skysovereign, Consul Flagship. As a 5 cost legendary permanent, it only gets 1 slot. But for all that, damn. It removes a creature the turn it enters ad every time it swings, it has a massive evasive body, and for God's sake it's a giant airship. It's awesome.

The Rest

What's your team without a little support? We've got burn spells to clear the way, field clears to save the day, and Start Your Engines to take it away.

Harnessed Lightning is an interesting card. IT doesn't hit players, but it lets you conserve energy counters on anything with less than three toughness, allowing you to take on bigger threats with later Harnessed Lightnings. You can also spend that energy with Aether Hub, which is like Tendo Ice Bridge but better in every way? Welding Sparks, too, is able to hit small threats early and larger threats late. That versatility is worth the extra mana.

Fumigate is spectacular. Between Depala, Pilot Exemplar and Veteran Motarist, you can accrue enough value to recover from the board wipe; more importantly, it doesn't kill your vehicles, so the very next turn you can take it away by swinging with vehicles crewed by creatures that you'd been holding. The life gain also lets you hold back an extra turn, letting your opponent extend further before you sweep.

And Start Your Engines is a god send.It unlocks a massive amount of damage by automating your vehicles before pumping all of your guys, giving you the opportunity to alpha in a lot of situations. Plus, following a Fumigate, you can wreck your opponent before they've had a chance to recover.

TL;DR

Depala, Pilot Exemplar, Veteran Motorist, Bomaat Bazaar Barge, Smuggler's Copter, and Fumigate give you value/card quality.

Cultivator's Caravan and Foundry Inspector increase your tempo on later turns.

Start Your Engines = endgame.

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Date added 8 years
Last updated 8 years
Legality

This deck is not Standard legal.

Rarity (main - side)

1 - 0 Mythic Rares

24 - 0 Rares

17 - 0 Uncommons

12 - 0 Commons

Cards 60
Avg. CMC 3.37
Tokens Energy Reserve
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