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Creature — Dwarf Pilot
When Veteran Motorist enters the battlefield, scry 2.
Whenever Veteran Motorist crews a Vehicle, that Vehicle gets +1/+1 until end of turn.
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Veteran Motorist Discussion
2 weeks ago
Specifically, a deck that can pump out Creatures that can Crew 3, from Turn 1 onwards.
This deck is not in those colours, and finds it much easier to Crew 1 earlier on, then work its way up to Crew 3.
It's basically the same idea as a very successful deck I had called Speedway Champions, but with HEAPS more draw.
1 month ago
I see that you kept the Spire of Industry... with Rivals of Ixalan Stone Quarry and Forsaken Sanctuary came back into standard. They're a little bit slow, but maybe adding in more dual lands from other sets will work too.
You have way too many one drops in this deck, It's more than the amount of three and four drops. Cut some of your one drops and try to make your mana curve look like it's a bell curve, not a cliff.
Fatal Push is still a thing, especially against merfolk decks. Unlicensed Disintegration is good and all, but the three mana that you would have to keep open to destroy one threat is not worth it at all. I'd say move those to the sideboard and replace them with Fatal Pushes.
You're also missing one main part of Mardu Vehicles, Aethersphere Harvester. The Harvester is a great easy crew that essentially gives you 3 life every time it attacks. I would swap it for your Veteran Motorists because although +1/+1 seems good, it is sort of insignificant in the long run.
I would definitely add two more Depala, Pilot Exemplar, maybe replacing two Bomat Couriers or one Bomat Courier and one Toolcraft Exemplar. I personally don't like having four copies of multiple one drops, it may seem like the deck will be fast but in reality it can really screw you over once you reach t3.
Take my comments into consideration, and have fun building!
1 month ago
Hey, looks good, but consider some manabase changes?
Adding 4x Inspiring Vantage and 4x Concealed Courtyard will really help the manabase. Currently there's too many black sources in the manabase compared to white which should be the primary color of the manabase because of Toolcraft Exemplar. Due to Veteran Motorist red is the second most important color with black as third.
Consider this manabase:
- 4x Inspiring Vantage
- 4x Concealed Courtyard
- 4x Spire
- 3x Plains
- 3x Mountain
- 1x Swamp
- 3x Slough
- 2x Dragonskull
This manabase example the most important lands are 4 ofs, they're the only 4 ofs of the manabase because you want to draw them the most out of the other lands. The 8x fast lands: Vantage and Courtyard give you much needed speed at getting all three colors each ETB(enter the battlefield) untapped for the first three turns. Both can make turn one white for Toolcraft.
Good luck with your deck.
2 months ago
One more thing I thought about.
I'm not sure that Heart of Kiran is right for this deck.
It works in Mardu Vehicles because they are almost guaranteed to Crew it by Turn 3.
RDW through a combo of fast Creatures and damage to the face. Cut / Ribbons would be a brilliant finisher, in that kind of deck.
2 months ago
This is actually a very good idea overall. There are a couple of things that would likely improve the deck a lot. I dont really like Anointed Procession, since it only really works with the kinda bad token makers. I would cut it and Visionary Augmenter.
Consider a splash. Blue could give you Opt, Glint-Nest Crane and countermagic to protect your pieces. Red could give you Depala, Pilot Exemplar, which could be awesome because almost all of your creatures are dwarfs. And also Veteran Motorist.
3 months ago
The reasons for the Sunwing and Ferocidon is that they're small utility dinos, so having them crew a vehicle is often worth it. Hell, they're small and fast enough (3 drops actually) that you can have them crew Heart of Kiran and have it be worth it.
4 months ago
So as to stop competing with the other cubes in the area (we have powered, pauper, eternal and C/U) I've decided to turn my cube into a frontier cube. This means only cards since M15, which gives me 14 sets to work with.
I could expand this to only frontier bordered cards, such as those from the Commander sets, as it gives access to some powerful interesting creatures that support archetypes I want to develop. For example Akiri, Line-Slinger is a powerful interesting card with a somewhat build around me ability who could go well in the RW Cars archetype, or powerful game ending spells like Ezuri's Predation for ramp archetypes.
I am also thinking about this as having archetype support and cross over. So for example, the R/B archetype is steal and sacrifice. W/B is tokens. R/W is cars. So there is some obvious cross over, such as the token decks being able to use sacrifice outlets for extra value if they are getting multiple small creatures from 1 card,
So here is what I have and the sort of level I want in terms of power level, would value your opinions. I am not having planeswalkers except the origin flip walkers due to power level and the recent move away from burn spells going face to deal with walkers and to creatures.
W/U: UW Flyers with a Dragon subtheme. There are a lot of decent U/W flyer cards and there is always an option to go aggro with something like favourable winds , backed up with recent flyers from other colours. The dragons are more control finishers and enable some synergistic cards such as Orator of Ojutai or similar. The two sort of signalling uncommons I intend to have are
U/B: U/B Artifacts, with a bit of a treasure subtheme. Deadeye Plunderers and Tezzeret's Touch as signalling uncommons. If I do decide to go into commander packs and stuff Baleful Strix is a control and artifact deck option.
B/R: Steal and Sacrifice with Makeshift Munitions and Ruthless Knave as signalling cards. There is also an option to try something like a R/B Vampires/madness deck but that has less cross faction synergy.
R/G: Land based ramp. I'm struggling to find uncommons that support this as well as the others as they tend to just be big vanilla beaters, but Raging Swordtooth is probably there as he punishes you for playing mana dorks.
G/W: I am not 100% on this one, it could be a G/W counters deck or G/W Humans but I'm not sure.
B/G: I'm not sure on this either. I'm thinking a G/B Elves deck which can be beat down or ramp using stuff like Shaman of the Pack to drain or the mana dorks to drop some big bomb like Ulamog or a gear hulk. There is also stuff like Constrictor for counter manipulation that has synergy with energy and stuff but I'm unsure how good it is?
G/U: I'm tempted by energy as there is a lot of semi decent energy generation and payoff cards like Hydra which are OK on their own but really good with enough energy production. However this means generically good stuff like Glint-Sleeve Siphoner might make people blur and expect more pay off in black than that one card.
U/R: Raid/aggro with a pirate subtheme/pay off cards. I'm concerned though that they may not be enough pirates or hint at it being 3 coloured for me to include Fathom Fleet Captain which is good in tokens or in a generic aggro deck.
R/W: Cars! Renegade Wheelsmith and Veteran Motorist are both aggressive and play well with cars. There is some concern though about them being too generically good and making the R/W player fight too hard.
So folks, your thoughts?