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Destroy target creature. If you control an artifact,
Unlicensed Disintegration deals 3 damage to that creature's controller.
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Unlicensed Disintegration Discussion
2 weeks ago
Hey, consider Rakdos instead of Selesnya this gives you red for 4x Bomat Courier's ability and black to reanimate 4x Scrounger. 4x Unlicensed Disintegration is a still a big reason to be playing artifacts. With red 4x Inventor's Apprentice can replace Toolcraft. and 2x Flagship can replace Verdurous.
Dragonskull Summit, Canyon Slough or Cinder Barrens and Spire for dual lands, more Mountains than Swamps because of Apprentice. Don't need to play as much Hub this way seeing how there's no other way to make energy, 2x Hub is safer.
Good luck with your deck.
4 weeks ago
I've been playing Mardu Vehicles for a couple months so I can definitely help out, I like your start though.
Your manabase is definitely gonna want some improving. You're gonna want 4 Concealed Courtyards and 4 Inspiring Vantage, and 2-3 Spire of Industry. Canyon Slough is also great as a 1 or 2 of, since you can use it as a mana early if you need it or can draw cards later.
You have too much removal imo. The 4 Unlicensed Disintegration are good, and that's really all you need. The Cast Downs and Seal Aways are unnecessary. If you want to play more removal, look towards Lightning Strike, since it can kill small creatures or act as face damage.
One card I see you're missing is Veteran Motorist, which is one of your best cards in Mardu Vehicles. It comes down early, sets up your draws for the early turns (which as an aggro deck matters a lot), and can crew a Heart of Kiran perfectly.
As far as sideboard, I'm still working on mine to this day, but I personally like more of a transformational sideboard. Really helps in a lot of matchups to pack things like Angrath, the Flame-Chained and Glorybringer to get an edge in grindy matchups. Also I feel like Urza's Ruinous Blast will be unreliable a lot of the time, and running Fumigate or Settle the Wreckage will be better.
Like I said, I like what's going on here, just needs some small tweaks. I'm gonna link my list that I've been tuning for a couple months now, Never before seen Vehicles, incase you want some inspiration. It's a little unconventional though :P. Hope this all helps!
4 weeks ago
I don't see the point in running 2 mana- mana dorks since your ramp curve is 1, 3, 5 not 2, 4, 6. If you are going all in on ramp then Llanowar Elves would be a lot more effective.
Now if you ever decide to run black instead of blue then the following should be pretty useful:
Josu Vess, Lich Knight, Torment of Hailfire, Journey to Eternity Flip, Liliana, Death's Majesty, Yawgmoth's Vile Offering, Demonlord Belzenlok, Razaketh, the Foulblooded, Moment of Craving, Vraska's Contempt, Cut / Ribbons, Vicious Offering, Unlicensed Disintegration, Yahenni's Expertise, Phyrexian Scriptures, Golden Demise, Fatal Push
I found for dealing with aggro Festering Mummy is insanely good. Can deal with a lot of 2/1s or 1/1s and also trades in combat with 2/2s. To top it all off it is also a great sacrifice outlet.
Frankly, when you have enough mana and reanimation you can start to just ignore your opponents counter spells. With exception to syncopate.
The only thing you'll lose out on is Pull from Tomorrow though if all your cards are mana sinks its a non-issue.
1 month ago
On that note, the red splash that's already in your deck might be enough to support some Unlicensed Disintegration in the sideboard at least, it's (probably, I don't play standard that much anymore) still the best unconditional removal you can play in an artifact deck.
1 month ago
1 month ago
As mainly a combo plan with strong beatdown, you have a couple options for transitioning into a late game/ removal heavy strategy. I mainly go for Unlicensed Disintegration Noxious Gearhulk by adding black via Canyon Slough. After that Abrade, Fatal Push and Sweltering Suns all offer control options with the least amount of impact against your win conditions. Traxos, Scourge of Kroog and Metallic Mimic as well as more Karn, Scion of Urza offer a slower, more consistent value focused option for victory.
1 month ago
1 month ago
It really depends on what kind of control you are talking about here.
control is a lot different from control.
Control that uses red and / or black would probably still be a thing. Killing creatures with low-cost spells so you can free up for attacking is a legit strategy that works extremely well. That's why I always run a playset of Dreadbore and Terminate in my Rakdos decks.
But control that uses white and / or blue wants to sit back, stop your spells from being played, return shit to it's owner's hand, and make you recast it so you burn through your resources more.
Rakdos Control is more akin to bringing a shotgun to a knife fight, whereas Azorius Control is more like taking the primer out of the shells and sporting a Riot shield.
If you're asking how the game would be different if Rakdos Control never developed, the answer would most likely be that players would keep trying to out-pace each other to get the most creatures out. You'd see Ramp and Aggro really take off as players tried to play their entire library faster. Probably a lot of Instant pump spells, and probably recursion tricks.
If you're asking how it'd be different if Azorius never developed, you'd see players less hesitant about casting their spells. There'd be more carelessness in the game as it doesn't matter if you screwed up something - there's little to no repercussion. Players would probably go as big and as nasty as they could get. Tempo and Zoo would be outrageous as nobody would see a reason to hold back.
Since both are a thing, we see players flexing different strategies, trying to find a balance between playing fast versus playing smart.
That's just my opinion, though. But you can even see this throughout Magic's history.
Take Elves, for example. Hardcore Elf players didn't go up against tons of mass removal in the early days. You played without concern. Without regret. You played as fast as possible.
Now? Elf decks still exist, but there is more caution. Which elves, what abilities, and which tricks are you going to be using?
I once played an Elf deck who brought out as many guys as he could by T9 (3v3 match) and tapped into as much mana as possible, dumping it all into Ezuri, Renegade Leader for some massive potential.
I tapped three lands and dropped an Unlicensed Disintegration. He completely stopped everything and had to read my card several times before ending his turn in frustration because I killed Ezuri before his abilities resolved. (Protip: That's why you play slow and wait to see if your opponent Instant-drops you. Then you add on the rest in response.)
(That's 58 or so damage, btw + the 3 from Unlic. Dis.)
So, how would Magic have evolved if control wasn't a thing? We'd see a lot more "Elf" decks, where you go big and wide and fast without concern. Players wouldn't hold back, or plan a strategy. You'd still have asshole players who try to combo for the biggest bang for their bucks (Tribal would still be a thing; And yes I am that asshole player ;3) but you'd see a lot more Zoo as the dominate archetype.
TLDR; No control = No worries. Play big or go home.