|Commander / EDH||Legal|
Printings View all
Combos Browse all
Whenever Speedway Fanatic crews a Vehicle, that Vehicle gains haste until end of turn.
Price & Acquistion Set Price Alerts
Speedway Fanatic Discussion
5 months ago
I should say that I've been playing this deck, in different forms, for four seasons now.
let me run Wandering Fumarole, which was important if all your Creatures die as it can Crew everything.
I'm trialling Cradle of the Accursed in its place, and that seems to be working.
Outside that, the Haste offered by Speedway Fanatic is important.
I do NOT wish to make a generic Dwarven Vehicle deck.
This deck is to be thought of more as an Artifact Tribal + Vehicles deck.
5 months ago
hmm. interesting set up. I suggest these for cards:
Speedway Fanatic give vehicles Haste when crewed.
Spireside Infiltrator can pop each opponent for 1 when crewing a vehicle.
Consulate Dreadnought a really beefy vehicle for 1 mana (yes a crew of 6 but that not hard)
6 months ago
7 months ago
If i were you i would probably take out Speedway Fanatic considering your not running vehicles and unless touve had great success with Soul-Scar Mage I think he maybe a better sideboard Fiery Temper could also work really well when you have cards like hazoret or Bloodrage Brawler and it would get you closer to bedlam and if your just trying to rush down your opponent I still highly suggest Consuming Fervor
8 months ago
I play Zurgo a lot in 20 life, and I know that the format is very different, but in general we want to be doing the same things. In 20 life you can very reliably go for a heavy burn plan and have it work out well. This strategy is in my opinion very sub-optimal at 30 life. I think you basically want to be as heavy on the beatdown plan as possible. 30-life zurgo was basically a meta-gaming deck, if you see a lot of control decks, this is were you want to be, Green meta-game = not so much. From what I understand of the format for 1v1 commander online, it is heavily slanted to control(vial smasher etc), and somewhat combo (baral). This means that Zurgo is in a good spot, however if the Nissa/Azusa decks get very popular, or more hate bear style decks come up Zurgo will get much worse.
Here are my suggestions for your deck, cut the following:
- Bomat Courier
- Chandra, Fire of Kaladesh
- Countryside Crusher
- Grenzo Havoc Raiser
- Hazorent the Fervent
- Jaya Ballard Task Mage
- Legion Loyalist
- Sin Proder
- Dangerous Wager
- Faithless Looting
- Kari-Zev's Expertise
- Lava Spike
- Molten Rain
- Wheel of Fortune
Some of these are too slow(Wheel of Fortune, Skullclamp), some of there just aren't efficient enough for 30 life(Lava Spike), and some are just outright bad (Bomat Courier, Sin Proder etc.).
What you want to look for in your cards is the following; repeatable sources damage (mostly in the form of creatures though artifacts and enchantments are great sources as well) or the ability for your instants/sorceruies to kill creatures as well as deal damage to players.
Here is what I would add to the deck:
- Lightning Mauler
- Mardu Scout
- Mudbrawler Cohort
- Speedway Fanatic
- Valley Dasher
- War-Name Aspirant
- Thriving Grubs
- Hellspark Elemental
- Eidolon of the Great Revel
The deck's best hands are turn one zurgo, turn two 2-cmc creature (preferable hasty) so I've tried to maximize the number of 2-cmc creature to ensure this happens as often as possible. If you end up wanting more 2-cmc creatures I suggest looking towards Ember Hauler or Goblin Bushwhacker
Next lets add a little beef to your threats:
Hero is essentially, Hellrider # 2 so it is great. Heelcutter is great at allowing you to spend you mana every turn, and also Superb against single blockers. Koth is just an outstanding card that allows you to diversify your threats in the face of wraths and can win games single handedly.
Instants and sorceries you should add:
These are efficent and you are already playing effective copies of 3 of the cards. If you find yourself running into more blockers, or the meta game is more green, I would look to the following cards: Flametongue Kavu, Chandra, Torch of Defiance, Flame Slash, Mizzium Mortars, Roast. These are great at clearing paths for your creatures to get through uncontested.
Personally I am not a fan of either Chandra, Pyromaster or Outpost Siege as they feel tough to maneuver around counterspells and are very slow against combo. As a result I would cut them and play Flame Slash and Forked Bolt (which feels great against many of the x/1 of the format).
In terms of your mana base, if you are playing grim Lavamancer, you should be to play all the red fetches. Encroaching wastes should be wasteland (I'm sure budget is a big concern here but even still I would just cut it), Rishadan Port is another great land you aren't playing. Mutavault is excellent to help with flooding. Hellion Cruicible seems a little underwhelming, and honestly most of the creatures in the deck have hast so Hanweir Battlements seems like a pipe dream to try to meld, however I think it is mostly a free roll if you are dead set on playing it. Barbarian ring is another card you could be playing, and so is teetering peaks. I also tend to play 37 lands as it is roughly equivalent to 22 lands in 60 card decks, and you are trying to cast 4 drops in this deck but 36 should theoretically work.
Best of luck!
8 months ago
8 months ago
if you have any add in Speedway Fanatic to give vehicles Haste.
9 months ago
Even now this deck is a bit all over the shop.
4x Hazoret the Fervent is 1 too many, I feel.
You have two few lands for a midrange deck, which is what this is.
The problem you keep having with this deck is lack of synergy.
Have a look at Speedway Champions, which is a Vehicle deck I built that works well.
Then choose something for this deck to be, and get rid of everything that it isn't.
Is it a Vehicles deck?
Is it something else entirely?