Enchantment — Aura
Enchant creature or Vehicle
As long as enchanted permanent is a Vehicle, it's a creature in addition to its other types.
Enchanted creature gets +2/+2 and has flying.
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Aerial Modification Discussion
1 day ago
Your main problem with Consulate Dreadnought is that most of the top decks are going to chump block that 10/11 first strike constantly. You want to find a way to grant Trample, such as Brute Strength, Built to Smash, Distemper of the Blood, and Invigorated Rampage.
Aerial Modification helps but is 5 mana. Modifications are obviously useful as they obviate the need for crew, but you're not necessarily going to get the damage through.
Onward / Victory may be a useful choice - Onward doubles the creature's power which could let you fling for 20+ damage alone, while Victory grants Double Strike which could instakill someone when they can't block.
Tapping out your opponents can be really useful, too. Topplegeists can provide a good source of cheap tap-out and also are flying chumps and can function as lockdown if the game drags and you get Delirium.
1 week ago
I get that your deck likes to be able to animate things for short periods of time, but it still seems like the best thing you could do here would be to add more modification cards, like Aerial Modification, also, since you're mana base is essentially Mardu vehicles, it does feel like you might want more of the fast lands, also, I run Mardu Vehicles, and I absolutely hate Smoldering Marsh, and I feel like Canyon Slough, or even Foreboding Ruins, works much better, and I've tried all 3. Also, I would cut the Inventors' Fairs. I get that you're trying to stall the game with them, and they're nice for tutoring the peacewalker, but with dual cost cards in your deck like Fumigate, Yahenni's Expertise, and Siege Modification, it seems like you probably don't want colorless mana. Also, I do feel like Aerial Modification could be one of the best cards in your deck, allowing you to swing with maybe up to like 10 power in the air. I will have to agree with whoever said it above as well that running 1-2 Aradara Express mainboard would be a great idea, because it gives you evasion, the Ability to kill 2 creatures with one, and if you put an aerial or siege modification on it, that could be game breaking.
1 month ago
mrluthor oh boy, more suggestions!
Ok, so we'll start off with Aerial Modification. Believe it or not, this is a late game all star for me mainly because it turns one of our vehicles into a creature indefinitely so we don't have to spend creatures crewing it up. In addition, the +2/+2 and flying turn a huge vehicle with a large crew cost (example being Consulate Dreadnought) and gives it evasion, which it heavily needs to become a real threat as opponents will often just throw a 1/1 in front of it to stop the 7 damage. As of now, I'll leave it in there as it's a great curve finisher.
Next up are the suggestions. Believe it or not, I've never really wanted haste. After all, the crew mechanic allows you to tap a creature with summoning sickness to crew a vehicle you played last turn. This often leads to a turn 2 vehicle followed by a turn 3 creature and crewing the vehicle to hit for 5 or 6 (thanks Heart of Kiran!). So with that in mind, i'll pass on Hammer of Purphoros. Next up is Rogue's Passage. Well I've got nothing against more evasion, so why not?
1 month ago
The biggest thing I think that Iroas has going for him is that he doubles as a limited Darksteel Forge and gives menace making him a creature is just icing on the cake.
How is Aerial Modification working for you? Seems a bit pricy mana wise for what it does. I'd think you'd get more mileage out of something like Hammer of Purphoros giving haste to everything. If you miss the evasion you can find room for Rogue's Passage perhaps?
The other thing that worries me is the usual how do you deal with playing aggro in a multiplayer format? I'm curious as I was thinking of making one of these decks myself...
2 months ago
Yeah. In case you are better with lists, what it is saying is that a copy of a permanent
The printed characteristics of the card (power and toughness, name, mana cost, abilities, etc.)
ETB and Flip abilities that set one or more of the above
Face down status (copying a morph gives you a colorless 2/2 with no name, not whatever is on the front of the card.)
Will NOT copy:
Changes made by auras
Any continuous effects
Status (tapped/untapped, phased in/out etc.)
So if you copy a Felidar Cub with Aerial Modification on it you get a 1/4 without flying, If you copy a Felidar Cub with counters on it you get one with no counters, if you copy a tapped Felidar Cub you get an untapped one, if you copy a Felidar Cub with Aether Meltdown on it gives you a 1/4.
on My Free Deck
2 months ago
Hi, there! Welcome to TappedOut and the wonderful world of Magic!
Since you're just starting out, my main suggestion would be to pick a theme and stick to it. Right now, you have a bunch of cards that fit into multiple strategies, but those cards don't necessarily all fit into the same strategy. Renegade Wheelsmith, for example, works great in a Vehicle deck, but you only have one Vehicle (Mobile Garrison). Foundry Assembler is excellent in a deck full of artifacts, but you don't have a ton of artifacts. Your Self-Assembler, for example, can only find one card in your deck, Foundry Assembler, but what do you do if you've already drawn it?
This is just my personal opinion, but I've always found Vehicle decks to be fun. Fleetwheel Cruiser, Sky Skiff, Untethered Express, and Renegade Freighter are some examples of good Vehicles, and you can use Skysovereign as your flagship card, so to speak. You'll also need creatures to crew your vehicles, though, and Veteran Motorist, Toolcraft Exemplar, Depala, Pilot Exemplar, and Gearshift Ace, as well as the aforementioned Renegade Wheelsmith would all work well. You can add Start Your Engines, Siege Modification, or more Aerial Modifications as support cards as well. Of course, this isn't the only possible strategy you could take. You can add more Self-Assemblers for your Self-Assemblers to find, or add cards like Terrarion to help Improvise your Foundry Assembler. There are a ton of possible routes you can go down, and I'm sure you'll be able to find one that fits your liking.
I hope this helps!
3 months ago
If I was trying to shave this down to 60, I'd probably pull the full playset of Sly Requisitioner. I may be wrong, but tapping down your creatures just for a 2/2 seems underwhelming for what you're putting into it. It works well with Syndicate Trafficker, but you're mostly saccing tokens, right?, which doesn't work with the Sly Lady.
Have you tried this build going a little lower to the ground... Maybe pulling Tamiyo's Journal and maybe a couple Consulate Dreadnought for Augmenting Automaton and/or Hope of Ghirapur and filling out the playset of Scrapheap Scrounger. Would give you a more aggressive stance in the early game, pumping damage into Augmenting Automaton or keeping them quiet with Hope of Ghirapur, only to bring it back with Scrap Trawler.
Without access to Siege Modification or even Aerial Modification, the Dreadnought seems like it's taking up slots... and at the point you can crew it, someone already has the game locked down. Just an idea.
It's weird to see a mono deck without mass amounts of removal =)
3 months ago
Not a huge fan of Precise Strike
Aerial Modification is too slow for your deck. being as aggressive as you are 5 mana is a lot. It also runs into the issue that now a spell that hits artifacts creatures or enchantments blows you out and it it is one of the first 2 you get 2-for-1-ed. Start Your Engines and Siege Modification are more reliable/efficient.