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My spin on the Hot Wheels deck by geneticfreak09c. Hot Wheels Unleashed

Depala, Pilot Exemplar : 3 Mana 3/3 That beefs other Dwarves & vehicles, making her a valuable card to have on the field. While most of our other creatures only have 1 toughness, Depala gives them +1/+1 and makes them immune to small board wipes, as well as being immune to Liliana, the Last Hope's +1 ability. As a bonus, he ability allows you to crew your vehicles on your opponents end step for any amount of mana to get major card advantage.

Gearshift Ace : 2 mana 2/1 W/ first strike, and an ability that gives crewed vehicles first strike. Great to leave untapped and crew in response to opponents declared blockers, to give the vehicle first strike in case their creature is going to kill your vehicle.

Metalwork Colossus : 11 mana 10/10, I use this mainly as an end-game creature to bring in either via Madcap Experiment or by just hardcasting it for its mana cost - the total cmc of all non-creature artifacts that I have out. Not too hard to do with the vehicles that I have in this deck. Just make sure that you don't crew your vehicles before casting him, or his CMC goes back up.

Speedway Fanatic : Another 2 mana 2/1 W/haste and an ability to give crewed vehicles haste. Great for having on the field to bring in vehicles and have them swinging the turn they come out. Great to trigger Skysovereign, Consul Flagship's ability twice.

Toolcraft Exemplar : 1 mana 1/1 W/ an ability that gives it +2/+1 at the beginning of our combat if we control an artifact. A bonus if we control 3 artifacts, giving it first strike in addition to the +2/+1. Great to swing on turn 2 for 3 damage if you drop a Smuggler's Copter.

Veteran Motorist Probably one of my favorite creatures in this deck. A 2 mana 3/1 W/ a scry 2 ability when he enter's the battlefield, as well as another ability that give's crewed vehicle +1/+1 when crewed by hime. A horrifying combo when combined W/ Gearshift Ace .

Built to Last : 1 mana instant that is great for beefing up creatures if you are hitting your opponent fast and hard, or great for longer match-ups when they are destroying your artifacts/vehicles.

Harnessed Lightning : 2 mana instant to gain 3 energy and deal damage based on however much energy I feel like spending. Can be used either in conjunction W/ Aether Hub for mana of any color, or to have for spot removal if things aren't going your way. If you have sideboarded in Ceremonious Rejection but have used your energy for something else already, it gets your energy count back up to cast rejection if need be.

Aether Hub : This land gives us freedom of having whatever color mana we want as long as we have the energy for it, or to tap for colorless the rest of the time. Havining the mana of any color allows us to have Ceremonious Rejection in the sideboard for when playing against G/R or Temur Energy decks to counter the titans ,e.g. Emrakul, the Promised End & Ulamog, the Ceaseless Hunger, or the Aetherworks Marvel itself.

Inventors' Fair : A great land to have on the battlefield especially if we control 3 artifacts, giving us just a touch of life gain, as well as having the ability to fetch out artifacts if we control 3 or more already. I mainly use this to fetch out either Skysovereign, Consul Flagship or Metalwork Colossus to finish up the game.

Needle Spires : Great to have on the battlefield to tap for either color mana that we need, or great to animate late game to either crew our vehicles or to have as an extra body to swing at them or to block in a tight situation.

Fleetwheel Cruiser : 4 mana 5/3 trample/haste vehicle that enters the battlefield as a creature, allowing us to have sneak attacks to hit them for a solid 5 damage (minimum) if they have no blockers or responses. Only has a crew 2 allowing it to be crewed with any of our regular creatures.

Renegade Freighter : 3 mana 4/3 that get +1/+1 & trample when it attacks. Great when used in combination W/ Gearshift Ace & Depala, Pilot Exemplar or Veteran Motorist.

Skysovereign, Consul Flagship : 5 mana 6/5 flyer. Great mid-game vehicle that also has a dank ability for board control. When used in combination W/ Speedway Fanatic, it allows us to trigger the flagships ability twice, burning either 2 creature/planeswalkers for 3 each, or burn one for 6, not to mention that it is a 6/5 flyer anyways.

Smuggler's Copter : 2 mana 3/3 flyer W/ an ability to draw, then discard when blocking or attacking, allowing for great card advantage.

Declaration in Stone : 2 mana sorcery speed removal. Great for wiping enemy tokens or, if they have multiple of the same creature on the battlefield, to remove them all. If it is a non-token, they do get clues, so use wisely.

Start Your Engines : 4 mana sorcery that makes all your vehicles creatures until the end of the turn, and all creatures get +2/+0 until end of turn. Great to hit hard if you have a lot of vehicles on the board.

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Date added 8 years
Last updated 8 years
Splash colors U
Legality

This deck is not Standard legal.

Rarity (main - side)

2 - 0 Mythic Rares

26 - 9 Rares

15 - 3 Uncommons

7 - 3 Commons

Cards 60
Avg. CMC 2.32
Tokens Clue, Energy Reserve
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