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Mardu Dwarf Vehicles is a casual standard deck that focuses on dwarf and vehicle synergies with a minor energy theme. The playstyle is similar to typical Boros/Mardu Vehicle playlists but plays more of a midrange game with a higher mana curve and more built-in card advantage.

Dwarf Package

Focusing on dwarves as pilots for your vehicles allows digging with Depala to be as consistent as possible and helps your creatures be more robust when she's on the table. All of the dwarves synergize with vehicles which makes them good pilots in the deck.

  • Depala, Pilot Exemplar : Cornerstone of the deck; she serves as a general for all but one creature in the deck and can provide safe card advantage when you need gas in the mid to late game.
  • Toolcraft Exemplar: A staple in standard vehicle lists, nothing changes here - running 13 artifacts and a dwarf tribal theme, the card fits with the deck's goals.
  • Veteran Motorist: Another vehicle staple that boosts vehicles, helps smooth out draws, and works with the tribal theme; excellent card.
  • Sram, Senior Edificer : An unconventional pick, we're using Sram to provide long term card advantage and dwarf tribal. As a two drop he fits into the curve well and can crew most of our vehicles on his own.
  • Renegade Wheelsmith: Another dwarf that allows us to lock down problem blockers to help clear a path through clogged board states, which is important as we want to end the game sooner than later if possible.

Vehicle Package

As this is a casual deck, a playset of Heart of Kiran is not going to be used, but there are several other excellent vehicles at our disposal. We run with 9 vehicles instead of the typical 5-7 in most lists because of the additional synergy our deck provides for them.

  • Aethersphere Harvester: Barring the Heart of Kiran and a banned Smuggler's Copter, this vehicle is the best option we have at the low end of our vehicle curve. It comes with built in evasion and is able to block the Heart profitably. It also provides energy to help us stabilize with lifelink, target larger creatures with Harnessed Lightning, or smooth out mana with Aether Hub.
  • Fleetwheel Cruiser: Nut much to say about this card; it's beefy, can attack the turn it comes out without being crewed, and has trample to get through chump blockers. The bread and butter of our vehicles.
  • Skysovereign, Consul Flagship: The top end of our curve, this vehicle helps break stalled board states with evasion and its triggered ability.

Removal Package

While we have some black sources in the deck to help recur Scrapheap Scrounger, we rely on removal in Boros colors for deck conisistency. The below cards allow us to single out threats and clear the way to close out matches.

  • Harnessed Lightning: With the support of our other energy cards in the deck, this card stays in the mainboard as an efficient and flexible way to remove problem creatures on the board.
  • Skywhaler's Shot: While this is technically conditional removal, most relevant creatures in the meta have a power of 3 or greater, allowing this spell to hit most threats on the board. The scry helps smooth out our draws to close the game.

Mana Base

The addition of enemy fast lands in Kaladesh provide us with a strong foundation for a mana base. Other cards introduced in the Kaladesh block also help smooth out our 3 color base to ensure we can cast our cards when we need to. Ideally we would want a play set of both enemy fast lands applicable to our colors, but I haven't gotten around to purchasing them yet.

  • Inspiring Vantage/Concealed Courtyard: Helps us establish a solid mana base early, where landing our drops is crucial to apply pressure to our opponents.
  • Aether Hub: Added alongside our energy sub-theme, it helps smooth our or mana needs and can serve to fuel other energy cards if needed.
  • Spire of Industry: Alongside our 13 artifact cards, this allows us to tap for colored mana when we need it so long as we have an artifact on the board.

Other Cards/Honorable Mentions

  • Scrapheap Scrounger: The only non-dwarf/vehicle creature in the deck, its recursion ability and synergy with the rest of the deck makes it a no-brainer to include in the list. Ensures you have creatures to crew your vehicles later on in the game.
  • Fatal Push: Will likely be added to the sideboard or part of the main 60 as a removal option once the price drops a bit.

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Date added 7 years
Last updated 7 years
Legality

This deck is not Standard legal.

Rarity (main - side)

2 - 0 Mythic Rares

29 - 1 Rares

15 - 0 Uncommons

4 - 6 Commons

Cards 60
Avg. CMC 2.59
Tokens Energy Reserve
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