Hot Wheels Unleashed

Standard* geneticfreak09c

SCORE: 95 | 102 COMMENTS | 11384 VIEWS | IN 54 FOLDERS


whompkin I can see why you would think that and probably haven't play tested the deck much if any (if you have let me know how it went) so I'll give you what I've learned since creating the deck.

All the vehicles aren't meant to be crewed or all used at once. They create a very intimidating board presence with the fact that they CAN be crewed at any time as blockers or attackers applying a lot of pressure on the opposition to either remove them or hold back in the event they are used.

The dwarves can all benefit off of each other being they all have very powerful effects that buff them on themselves with just having 1 or 2 vehicles on the board and can win games on their own with or without the vehicles.

Depala, Pilot Exemplar is a key card in this deck due to the fact that she can filter for me dwarves AND vehicles to keep things consistent. She keeps me from being flooded by creatures or vehicles if I choose to. Along with Madcap Experiment in the event I have no vehicles he can pull one for me essentially for free.

Now on to your suggestions. Fairgrounds Warden is a good card, but to me in this build would be better suited for the sideboard in the event I need more "removal" and with Depala out makes him hard to deal with removal wise.

Thraben Inspector also was a thought but doesn't fit the theme of the deck and after turn 1 if it's not played I most likely won't ever play it because their are better cards to play on or after turn 1 that benefit the deck a lot more.

October 5, 2016 1:01 p.m. Edited.

whompkin says... #2

I haven't tested the deck, but i doubt playing it would change my view that having unpiloted vehicles on the board is a waste of resources. We can disagree in that point though. I'm probably being more critical than i normally would be since it is rated as #1.

Depala is great, but having her as a key card seems fragile when she can be so easily taken out - dying to most of creature removal in Kaladesh. Without many other creatures in the deck, opponents will more often have removal in hand when she gets played.At the prerelease i was defeated by a turn 2 Smuggler's Copter followed by Fairgrounds Warden. It's a brutal combo and draws out removal. If you ever find yourself short on creatures, i'd recommend him.

Maybe I'm missing something, but I don't understand what Madcap Experiment is supposed to do in this deck. Only the consul flagship has a casting cost greater than 4, so it's not providing a ramping effect, plus the spell deals damage to you. Why not just have a couple of extra vehicles instead?

October 6, 2016 6:57 a.m.

Brofessor_X says... #3

I agree and disagree with Whompkin on a few different things. First off, I agree that Fairgrounds Warden is amazing. It's a Stasis Snare in creature form. With all the Artifact/Enchantment removal that's going to be in decks, it's a great play to secure a turn of attacking, as most decks don't have instant speed removal to deal with him.

Madcap Experiment is a fantastic card. I personally sideboard it, in my Pilot deck, but it's still great. It can be used to discard with Smuggler's Copter if it's not necessary, or it can pull out a vehicle late game, when you need to dish out some dmg. With 10-15 Artifacts, you're doing 3-5 dmg on average. I've done this late game, with a Built to Smash in my hand and pulled a Fleetwheel Cruiser. Game over.

The pilot question/point he brings up is completely valid. Unmanned Vehicles are useless, unless you get Start Your Engines. With only 2 of them in the deck, it's unlikely you're going to hit them all the time. WIth that said, I still think you could be OK without many more. I think the real question mark is playing Welding Sparks. I think you could put in Servo Exhibition or even Pia Nalaar and have a better time with pilots, it would also open the door to attack with some of your beefier dwarves too. She works with Dwarves quite regularly on Kaladesh, so it would still fit your theme too.

The other option, would be to play a card like Tormenting Voice to ensure you drew the cards you need, but I feel you don't want to discard much in this deck.

October 6, 2016 7:43 a.m.

whompkin says... #4

Brofessor_X, your argument for Madcap Experiment does not make sense to me. If you want a Fleetwheel Cruiser, why not just add another one to your deck?

Madcap Experiment has the same mana cost, but costs in life too. And of course, you have to be lucky to get Fleetwheel Cruiser. If you're unlucky you'll get Smuggler's Copter, so there's actually a lack if synergy there.

While scrying can mitigate some of Madcap Experiment's shortcomings, it still doesn't make it worth playing in this deck in my opinion.

October 6, 2016 8:57 a.m.

Brofessor_X says... #5

Your logic about "adding another to the deck" does not make sense to anyone... If you have 4 in your deck, it doesn't put one into your hand when you need it. The idea is that you have the card in a "Oh crap" moment.

Do you play Modern at all? It's quite normal to take dmg to get land, or creatures onto the board. He's got 12 Artifacts in this deck. 20% of his deck... That's a 1 in 5 chance to draw one. So on average you're taking 3-4 damage to get a good Vehicle on the board. If someone just destroyed your vehicles with Fragmentize or something of the sort, and you're left with almost nothing on the board end game, it's a great card to play. I'd rather take my chances and have a play than not have the card and sit around for 3-4 turns waiting to draw a vehicle. Heck, you may get lucky and just a Skysoverign 2 cards in. I'll take 2 dmg to put that monster on the board.

At the very least, you hold onto the card and use it to discard for Smuggler's Copter.

Instead of just refuting it by saying it's horrible, why don't you give a better suggestion and why it would be better...

October 6, 2016 9:10 a.m. Edited.

Brofessor_X says... #6

To add to my point... If you don't start the game with a vehicle, your chances to draw one goes significantly higher... If you only have had 1 vehicle and you're on turn 5, you have 12 cards gone from the deck. Now your chances to draw the vehicles just went from 1 in 5 to 1 in 4 and you probably have numerous dwarfs on the deck. You wouldn't risk 2-3 dmg to put a possibly game ending vehicle on the board?

In my deck, I have Hanweir Battlements. I can make any vehicle have haste. I also have Start Your Engines. I also have Built to Smash...

2-3 dmg, for the ability to draw a vehicle, with an option for Haste, +3/+3 and Trample. I'll gladly take that card any day for that potential.

Skysoverign... 9/8, haste and trample... All because you took the risk and took some damage.

October 6, 2016 9:15 a.m. Edited.

whompkin says... #7

This deck has 3 Fleetwheel Cruisers in it.

October 6, 2016 9:50 a.m.

Brofessor_X says... #8

I know it does... That doesn't change the fact that putting a 4th one in, doesn't guarantee you a vehicle in your hand when you need it lol... Madcap Experiment 100% guarantees a vehicle in your hand.

A good MTG player isn't going to play it when the odds are against him or her to draw a vehicle in a reasonable amount of draws. They are going to play this card when they have no options on the board late game, or have a stacked hand (Built to Smash, Hanweir Battlements). If nothing else, it's something to discard to cycle your deck with Smuggler's Copter.

It's irrelevant if there were 4 of every vehicle in his deck. The idea is madcap is the "OH S***" button, when you need one right away.

I seriously enjoy when someone ignores every single point to a post and responds with something that is completely irrelevant to the points being made.

October 6, 2016 10:52 a.m. Edited.

whompkin says... #9

I didn't ignore your posts. I made suggestions as to how i would improve the deck in my first post so didn't see any need to repeat myself and i took your question about playing modern to be rhetorical.

October 6, 2016 11:06 a.m.

whompkin Brofessor_X

Madcap Experiment does its job well. When I play it its not to add to the vehicles I already have on the board 9 times out of 10 its the only useful card in my hand at the time and I either need a vehicle (which on average I've only taken 3 or so damage) which isn't much. It filters my deck quite a bit even with just 3 to 4 cards I probably don't need moving to the bottom in any order I want to put them in. Regardless of which vehicle it puts on the board although most of the time it's either a Fleetwheel Cruiser or Renegade Freighter and when those 2 are it it pulls Skysovereign, Consul Flagship all 3 of those are prone to spot removal which isn't a bad thing because it saves my dwarves and other vehicles from it.

Welding Sparks is around because it can and more often than not is really BIG damage and can remove any and everything from most standard decks at instant speed. Just having 2 vehicles on the board wipes out most of the biggest creatures in standard and easily gets bigger.

Although the vehicle count is high (12) because the amount of early game scry I have in Veteran Motorist. Dwarf and vehicle filtering I can achieve with Depala, Pilot Exemplar. More filtering with Smuggler's Copter in the form of draw and discard when used to block or attack and push comes to shove Madcap Experiment effectively filters while giving me a vehicle straight to the battlefield at the cost of a little life.

I've thought about adding token generators in the form of servos or thopters but for me (and just for me) they don't fit anywhere in here without removing something I dont want to remove.

Some other mentions that I think are being overlooked with everyone's focus being on the vehicles are the dwarves and their power levels. Toolcraft Exemplar becomes a 3/2 with first strike when 3 artifacts are on the board a 4/3 when Depala, Pilot Exemplar hits the board and she also buffs the vehicles. Keeping my opponent on their toes with the potency of vehicle choice I have in this deck. Veteran Motorist is a 3/1 for 2 cmc and scry 2 that also buffs vehicles with +1/+1 when he crews and gets the buff from Depala from being a dwarf hes a very powerful card. Gearshift Ace 2/1 with first strike that also gives my vehicles first strike when he crews bumps to a 3/2 with Depala out leaving my options open again like the rest of the dwarves to crew or not to crew and the board state is still as menacing as can be.

This is a "Vehicle" deck but not tunneled into that being it's only way to win or protect itself. Each creature/vehicle has significant value and can do fine with many or few of the other. Maybe my play testing isn't enough yet I don't know, but thanks for the discussion while I slept lol you both made valid points without getting angry

October 6, 2016 1:29 p.m.

borossmh says... #11

Brofessor X you are right you would much rather be able to have Madcap then another vehicle

October 6, 2016 1:30 p.m.

Side Note: Depala, Pilot Exemplar is never used for attacking (for me anyway) she's strictly used for crewing vehicles (since it taps her) and any open mana left on the board if I have nothing to play or nothing I want to play that turn I use the open mana to use her filtering ability to either move out lands or what not I don't want to the bottom of my library or draw dwarves and vehicles I need and most likely can/will play next turn. The reason there's 3 of her in the build is because she will be prone to spot removal and having 2 only just because she's a legendary would make her appearances far and in between. 4 is also an option depending on how the meta looks in the coming weeks. Thoughts?

October 6, 2016 1:38 p.m.

Brofessor_X says... #13

I personally play 4... Worse thing that happens, is I get 2 or 3 of her in my hand... I tap her for a vehicle, play the other one, and then tap that one for another vehicle. With vehicles, having multiple legendary creatures doesn't really hurt you.

October 6, 2016 1:41 p.m.

Yea, that's not too bad of an idea. I will keep the 4th as a thought (I have 4 on hand) for in the event a 4 seems better than the 3.

October 6, 2016 2:09 p.m.

Updated the sideboard with Fairgrounds Warden explanation is in the update section. What do you all think about that change and do you think its application will be effective?

October 6, 2016 3:47 p.m.

borossmh says... #16

You cant play 4 of her not even 2 of her at once since she is a legendary so if you do get 2-3 of them stuck in your hand you can only play one so the other 2 are pointless, or can you all of a sudden have more then one legendary on the field?

October 7, 2016 12:46 p.m.

Brofessor_X says... #17

Did you not read the comments before you posted?

You can tap her to pilot a vehicle, then play one from your hand. Then tap the new one to pilot another vehicle. So it's irrelevant how many you have in your hand at one point. You WANT her on the table at all times. Having less than 3 or 4 is silly, since you most likely wont have her by turn 3 if you don't. Having 4 of her in the deck, nearly guarantees that you'll see her every game before turn 3. On top of the added benefit that you can use the Legendary Creature trick to pilot more than 1 vehicle.

October 7, 2016 1:08 p.m. Edited.

borossmh says... #18

Ya i read it i think there should be 3 in the deck but since when can you place one legendary creature then have another same legendary creature on the field , didnt know they changed that rule that is why i thought it was dumb to have 4 in the deck so reread what i wrote since i said i didnt know that you could have more then 1 of the same legendary creature on the field now thought they both died like every other legendary when you have 2 of the same 1

October 7, 2016 1:19 p.m.

Brofessor_X says... #19

It's not a changed rule... You're allowed to play another. You just need to remove the other from the board, when the new one comes into play. People do this with Planeswalkers regularly.

You've never had to remove both from the game when you play a second... lol

October 7, 2016 1:30 p.m. Edited.

Murasaki42 says... #20

Ive been testing this deck against other competitive decks and overall it does ok...but it loses a lot to creature removal. I have commonly ended up with more vehicals than I could crew. In my meta creature removal is pretty common and it shuts this deck down. Most of your creatures only have 1 toughness which is hit hard by multiple red board wipes and other commonly used cards.

The advantage is that its hard to kill vehicles..and you can use a creature the turn you draw it. Id probably add another 4 creatures to help against removal. Chief of the Foundry or Filigree Familiar or Foundry Inspector are probably the best choices

October 7, 2016 1:45 p.m.

Brofessor_X says... #21

This is a main reason why in my Dwarven Pilots deck I use Servo Exhibition and Pia Nalaar. Having cheap Servos or Thopters is important for quick/easy piloting. I also use Needle Spires, so I can turn land into a creature to pilot a vehicle as a last resort type of option.

Removal is always a problem for aggro decks. Our job is to mitigate it.

October 7, 2016 1:52 p.m. Edited.

I guess my meta is a bit different for now anyway. Not much hard creature removal and more so board wipes in the form of Fumigate Descend upon the Sinful and Planar Outburst so haven't faced much spot removal YET outside of the norm Declaration in Stone and possibly Incendiary Flow and those are being used surprisingly on my vehicles mainly Skysovereign, Consul Flagship Renegade Freighter and Fleetwheel Cruiser the second it hits the board (haven't faced any black decks yet but I'm sure Murder is in there somewhere) not saying I wont eventually.

Up until a few days ago I used Needle Spires in the deck as a 2 and sometimes 3 of but never got around to ever using it other than the rare occasion due to having better cards to spend 4 mana on or being out to put out multiple dwarves with the 4 mana instead that it would cost to turn Needle Spires into a creature.

Still on the fence about Servo Exhibition so more to follow on that I know it's a great card but damn I can't squeeze it much.

With adding more creatures to the mainboard Fairgrounds Warden would probably get moved out the sideboard to the mainboard for that. Gives me more removal in the form of his exile and a nice blocking body being a 1/3 out the gate.

Thoughts?

October 7, 2016 2:42 p.m.

Foundry Inspector .....hmmm

October 7, 2016 2:48 p.m.

Brofessor_X says... #24

The only card I "dislike" in this deck is Welding Sparks... So I can't really give ya much more than I would add those creatures in it's place. The removal from Fairgrounds Warden is leaps and bounds better than 3+ dmg IMO.

October 7, 2016 2:49 p.m.

Welding Sparks has done a lot more good for me than I thought it would be especially with no cap being on it's damage. Not sure why no one sees the value in it in an artifact deck and it being instant speed removal with a minimum of 3 damage to a creature which takes out most standard creatures. Fairgrounds Warden "removal" is good for a turn maybe 2 until it's dead and they get their creature back. I can see Declaration in Stone or any bounce spell targeting it if not instantly the next turn getting them their card back and hurting my board state. Where as for the same cost of 3cmc I can kill the creature and they can't get it back unless they are a graveyard interaction deck.

October 7, 2016 2:58 p.m.

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