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Start Your Engines
Vehicles you control become artifact creatures until end of turn. Creatures you control get +2/+0 until end of turn.
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Start Your Engines Discussion
7 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.
7 months ago
How about Needle Spires?
8 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!!
8 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.
9 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
9 months ago
Nomad Outpost Perfect Tri-color land.
Veteran Motorist I am not sure you get the value youre looking for.
10 months 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
10 months ago
There are so so so many ways to remove creatures right now and very few ways to remove artifacts. You can try running either one and see which you prefer.
If you run siege modification then you have a huge permanent that's just waiting to swing but that gives your opponent more opportunities to kill that creature.
With Start Your Engines you can have a field full of nothing but vehicles and still be just as threatening as if you had more than enough to crew your fleet. And if you have creatures as well they will still get +2/+0 just like your vehicles do. So now you have an entire field with first strike and extra damage. It's devastating.
It depends on your play style and your opponents however. Control may have an answer for a late game start your engines but not one for an early siege mod. I know I run enough kill to handle any creatures but not enough control to always have it on hand for a big sweep kind of play.