Start Your Engines


Format Legality
Pre-release Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Kaladesh (KLD) Uncommon

Combos Browse all

Start Your Engines


Vehicles you control become artifact creatures until end of turn. Creatures you control get +2/+0 until end of turn.

Price & Acquistion Set Price Alerts



Have (2) MythicMeadow , hosshughes
Want (1) Myris

Recent Decks

Start Your Engines Discussion

Blaze_Unicycle on Overdrive

1 month ago

The pricetag on this deck is amazing for how good it looks. Your early game seems to be a little on the weaker end, though, and your vehicles seem to be topping out your curve instead of there being some lower mana ones that you can get out earlier. I don't actually know if there are any vehicles like that, though. Start Your Engines is a great finisher if you have a full board, so I'm glad you are running 4 of them. I don't know if you want to keep this at a super budget or not, but improvements could be Aethersphere Harvester and Inspiring Vantage. More answers to flying, especially in your sideboard, would be a good idea, along with good removal. Baffling End is pretty good and cheap.

subzero719 on R/W Aggro Consulate Dreadnought / Turn 3 Win

9 months ago

After Reviewing my build I never actually had 4 Lupine Prototypes, I ran 3. My reason for 3 over 2 is that in a pinch I will just fling one at something. I can activate a vehicle with a lupine then fling at the opponents biggest blocker to get that 7/11 dreadnought through. Flinging for 5 is also pretty good when you arent sure if you can finish them off in the same turn.

I definitely recommend 4 Flings, since it only gets more powerful when you use built to smash and Seige mod. I find typically your opponent will do everything they can to get rid of a crewed vehicle. having fling in the hand makes any loss of vehicles a gain.

As for Depala, she is a 3 drop so it is hard to play her over a peacewalker or a caravan so I only run 2. When u do have one it is a solid buff to mostly everything on the field. vehicles and other dwarves all get +1 Depala plus a vet motorist makes a 9/14 dreadnought plus if you have a dead draw, she can fill your hand with extra creatures or vehicles. this deck should see a dwarf or vehicle every 2 to 3 cards.

I would cut Aerial Modification. even with a caravan out you are putting aerial mod out on turn 4 when you could pull off a lot more by crewing, built to smash, seige mod and fling. at CMC 5 I just dont see its value. I could say the same for Start Your Engines but thats just my preference. I like having more low cost options in hand than dumping mana into a single spell.

I also run Bomat courier for that extra bit of damage or crew strength that you sometimes need. I have played quite a few games where I get a T1 Toolcraft and a T2 Bomat with Built to Smash, thats 7 damage on T2. That often will leave your opponent dead by T4/T5 depending on the next plays. Playing Bomat Courier also allows me to get some extra draws when I have to many vehicles in hand, and it allows me to play Spire of Industy reliably on early turns.

Lastly I too have experimented with Consul Flagship but I find this deck to be too aggressive to run it at 5 mana. Maybe a Glorybringer would be better for it's haste and 4 damage to a creature.

Motys on need a ride?

9 months ago

Gearshift Ace -> Sram, Senior Edificer, you will run out of fuel too quick

Demolition Stomper -> Consulate Dreadnought, 6 cmc vehicle just won't work.

Chief of the Foundry -> Veteran Motorist, vehicles are big without help of the chief, veteran can crew heart of kiran + scry is always nice

Aerial Modification - just no, no, no, no. Siege modification is okay cause its 3CMC, Start Your Engines might be better choice.

How about Needle Spires?

WhiteBuffalo79 on Hot Wheels

10 months ago

Not a bad start at all. I would replace Start Your Engines with Siege Modification. This will turn vehicle into hard hitting powerhouses. Aerial Modification will do near the same and add flying, but it is much more expensive. Good luck!!

tafboy01 on Mechanical Madness

10 months ago

I really like the main combo of this deck. Lupine Prototype into a Demolition Stomper is an interesting work around lupine's ability, especially because lupine become an easy choice for Fling; however, this becomes an issue because you really don't want to have to fling your lupine before you can use it to crew on turn 6. Perhaps adding other vehicles in to make use of lupine earlier. This also helps make Start Your Engines a more worthwhile card.

4 of Hazoret the Fervent seems a bit of over kill. Especially because he will mostly be a discard outlet for you. Sitting on 12 cards in your deck that are 4+ mana seems a bit risky as well but I agree with Vyto in that Sin Prodder could be an interesting mechanic.

KuraiU on Mardu with maybe some vehicles...

11 months ago

Should have a sideboard with more Magma Spray in it because recursion is absolutely dreadful to fight against.

Maybe Scarab Feast as an additional graveyard hate card in the side board?

Start Your Engines is a pretty good card with the number of vehicles you're running as well

_Kane_ on Akiri, Smasher of Faces

11 months ago


Daredevil Dragster, Sun Titan, Phyrexian Arena


Darksteel Ingot, Commander's Sphere,


Anguished Unmaking, Crackling Doom, Terminate, Utter End, Return to Dust

Win Cons.:

Start Your Engines


Nomad Outpost Perfect Tri-color land.


Elspeth, Sun's Champion, Ankle Shanker, Mother of Runes To ensure you can get damage in and protect your key creatures.

Weldfast Engineer, Untethered Express

Potential Cuts:

Veteran Motorist I am not sure you get the value youre looking for.

Visara the Dreadful, Royal Assassin, Eradicate Seal of Doom You have plenty of single target removal. Look to add more board wipes.

Perilous Vault, Felhide Spiritbinder Too cute and not enough value from the mana sink as the token leaves.

Orion93 on Standard Artifacts

1 year ago

Metallic Mimic does almost nothing in a vehicle deck unless you run it as a dwarf deck with vehicle splash. So drop it out probably.

With so many wastes you could run Walker of the Wastes and maybe a couple other eldrazi. Like Thought-Knot Seer. You can also play things like Warping Wail and Titan's Presence with your metalwork colossus in hand.

You have a ridiculous amount of extra artifacts that don't do anything really. Cut it back to 12-15 artifact vehicles. Up your Metalwork Colossus to 4 because the vehicles make him cheaper.

Figure out the vehicles you have to have. Find the artifacts that actually play to suit your deck. Trim waaaay back on all of it and then splash white and red for Built to Smash, Built to Last, Start Your Engines, Servo Exhibition, and some dwarves.

That's the basics for vehicles. You could also try it colorless eldrazi

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