Artifact Creature — Construct
When Runaway Carriage attacks or blocks, sacrifice it at the end of combat.
Printings View all
|Shadows over Innistrad (SOI)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Runaway Carriage Discussion
3 years ago
I'm trying to make a Brion Stoutarm commander deck and had a question about sacrificing.
If I have a Runaway Carriage, and I attack/block with it,(and it lives), can I sac it to Brion AFTER combat damage but BEFORE the "end of combat" sac effect?
3 years ago
Emrakul isn't legal in Standard any longer. She's been banned along with Reflector Mage and Smuggler's Copter. I love the black and green delirium builds and have seen many, however, I think there are a couple cards that could either get removed or the numbers could get adjusted in yours. Soul Swallower may seem powerful, however, he's got a pretty weak ability considering he has to get built up. Although the trample ability helps, it still doesn't solve the fact that he takes forever to become a viable threat. My little brother's delirium deck is actually quite similar, except he's got a full playset of Autumnal Gloom Flip's mainboarded in place of Soul Swallower's and a couple of Sinister Concoction's. A card that may help set up delirium quickly is a couple of Runaway Carriage's. Do not overlook this guy, he'll come in and beat face, then activate the rest of the deck. I also think you could go up one copy with Vessel of Nascency's. Lastly, I think adding an additional Ishkanah, Grafwidow might greatly benefit your build. Oh, and with the amount of Evolving Wilds and Sinister Concoction's you've got, a Fatal Push would be absolutely devastating in your deck. Nice build.
4 years ago
I have been drafting SOI four times with my playgroup now and always went for a different archetype/strategy.
First draft I did midrange with a bit of a wolves / werewolves theme. Uncaged Fury cast on a flipped and unblocked Convicted Killer Flip was usually a game ending 10 damage to my opponent. Aim High turned out to be a very good combat trick in my deck, too. Skeleton Key equipped onto an Ember-Eye Wolf is an absolute blowout Combo which will net you some serious card advantage and lets you get some huge amounts of damage in!
Second draft I built a delirium matters deck. My 3x Moorland Drifter turned out to be a very good 2-drop. Tooth Collector and Kindly Stranger Flip are very good uncommon cards for a delirium strategy. Be aware that many people see discard outlets only for a madness strategy, but they are also very good for a delirium strategy! Also the artifact creatures like Runaway Carriage and Wild-Field Scarecrow that add 2 card types at once to your graveyard are good for a delirium strategy.
Third draft I built vampires aggro with a little madness added for value. You need a very low curve for this kind of deck, so look out for cards like Insolent Neonate, Ravenous Bloodseeker or even Sanguinary Mage as 1-drops and 2-drops. 1 or 2 Voldaren Duelists and/ or Malevolent Whispers as curve toppers. Stensia Masquerade is an absolute blowout if you manage to get 8 or more vampires into your deck. Dead Weight and Lightning Axe are your best creature removal spells for this kind of deck. Fiery Temper, Rush of Adrenaline and Magmatic Chasm will help you get in those last few points of damage to close out the game.
My fourth draft was Spirits. With this deck you try to gain control of the skies with a lot of flying creatures, each one preferably having a casting cost of 3 or less. You definately need at least 1, better 2 Spectral Shepherd for this because of all the synergy he provides with cards like Topplegeist or Apothecary Geist. Strength of Arms was my combat trick of choice for this deck, Just the Wind for tempo and Sleep Paralysis for hard removal. Thraben Inspector and Dauntless Cathar were my ground forces.
I find triple SOI to be a very good draft environment with lots of synergy and only very few rares/mythics that auto-win you the game. A set which is very fun to draft for newbies and veterans alike!
4 years ago
Welcome to the site and mtg!
A little recommendation might be post your deck in the right area and not just post a list here (you will probably get more help that way)
Go to your profile and on the right of it click the green Add deck button.....with that fill out everything and put in all your cards (make sure you have the right format)
Like what was mentioned above what makes a deck good is consistency, having more than 60 cards means you will be less likely to draw what you need and having all those 1 of's hurts consistency as well
First I would say pick a format (if its just casual then anything goes, but Im going to be assuming you want to play standard) so the first two things you would want to get rid of would be Aven Surveyor and Write into Being because they are from older sets and not legal in standard
I personally dont like Runaway Carriage because it doesnt stay on the field, Unity of Purpose because you dont have many creatures that will get +1/+1s and Meandering River because you dont have any cards that use white mana so why have a land come in tapped when you could have a regular island that comes in untapped
Here is a good example of a cheap control deck Investigate Mill - 25$ (post rot)
Good luck with future deck building!