Foreward

This is a draft. This list has yet to be tested. Or built. Because I'm poor. And I want to build thousands of EDH decks. With that being said, this isn't a braindead list, I've been working on it for a little while. But I'm also relatively inexperienced with EDH and deckbuilding in general. I'm looking for feedback, from card listings down to the theory of this deck, before I go and drop money on this list. I will update this list if it is successful, because I feel like it provides a rather unique take on vehicles.

The Deck

Vehicles are cool. They're tough beaters, and efficient. The problem? The crew cost. Having a 10/7 for 6 is cool, but using 1 to 3 other creatures just to get it going sets back the efficiency advantage. So why even use vehicles?

  • They're unique and fun. It'd be a waste to squander the vehicles theme.

  • They're hard to deal with in combat.

So how do we take advantage of them?

  • Use creatures that are valuable even when tapped. So we can still 'swing' with them but they'll be protected from combat destruction through vehicles.

  • This involves two ideas. Load up on creatures that have valueable static abilities, or creatures that have an ability activate on tap or untap.

  • Shove keywords on vehicles. The afformentioned 10/7 isn't that bad. Until it gains trample.

The gameplan is to apply pressure with vehicles that become increasingly difficult, along with a crew that gives us more advantage the longer they stay.

Also I'd like to mention that Karn, the Great Creator can go create himself a spike to sit on. This deck's removal is weighted a bit more towards plainswalkers.

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Date added 5 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

30 - 0 Rares

35 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 3.60
Tokens Angel 4/4 W w/ Vigilance, Copy Clone, Energy Reserve, Gold, Merfolk Wizard 1/1 U, Servo 1/1 C
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