Not quite an aggro deck. Not quite a Vehicles deck. This deck seeks to play minor threats that can be turned into major threats very quickly like Voltron decks of old. The deck was built with Sram, Senior Edificer and Kari Zev, Skyship Raider in mind:
I really like the interaction between Sram, Senior Edificer and Kari Zev, Skyship Raider. Sram wants you to load your deck with auras and vehicles (and equipments to a certain extent, still haven't any that would work well in the deck just yet). Kari Zev has a lot of evasion when it comes to creature combat. Because of this, she benefits mightily from being attached to auras and equipment and can push damage through fairly easily. The fact that you draw a card for each aura, equipment, and vehicle you play while Sram is on the battlefield provides huge card advantage.
Sram, Senior Edificer: Is our card draw engine and a central piece of the deck. He only costs 2 mana, which means we can play him as a "4 of" in the deck even though he is Legendary. In many cases, he will be targeted for removal fairly often because of the CA he offers.
Kari Zev, Skyship Raider: Once suited up with auras becomes a powerhouse that is hard to beat. She will be targeted for removal most of the time, so be prepared to see her bite the dust as often as Sram. Like Sram, she only costs 2 mana which means we can play her as a "4 of" in the deck even though she is Legendary.
Restoration Specialist: Gets back the powerful aura and vehicle cards we need from the graveyard. I like having her around, because should Sram die, she can get back some of the stuff we until another Sram makes an appearance on the battlefield.
Depala, Pilot Exemplar: A team player. Like Sram, she is CA engine that digs for dwarves and vehicles while simultaneously pumping said card/creature types.
Skin Invasion: I feel like this card is being slept on a lot, but is beneficial to the deck for a number of reasons. It helps us draw a card off of Sram and works great with Kari when she gets targeted for removal. It goes to the graveyard, flips and then can be used to crew Kiran as well.
Invocation of Saint Traft: Another slept on card that becomes a powerhouse when attached to Kari. Imagine doing 7 damage a turn via a 1/3 Kari, her 2/1 monkey Ragavan, and a 4/4 angel each turn!
SIDEBOARD
The side board is set up to counter removal/burn/counter spells you opponent may board in or can be more proactive with burn if our opponent somehow outraces us in creatures. Also running Stasis Snare to deal with pesky creature that can be recurred from the graveyard like Prized Amalgamation and Scrapeheap Scrounger, or creatures that can still fire of abilities even as they die (ie Walking Ballista).
STRENGTHS
The deck has built in evasion, mostly from abilities of the creatures themselves coupled with Auras. CA comes in the form of Sram and Restoration Specialist who can recur artifacts and enchantments from the graveyard. Because of this our threats can be deployed quickly close the game out fairly fast. Depala's dwarf pumping+pump spells also means that we will sometimes 2-for-1 our opponent's creatures in direct combat.
WEAKNESSES
All of the creatures in the deck (excluding vehicles) are made of paper mache. There's not a kill spell in the format that doesn't eliminate them. But because our curve is so low, we can keep throwing out bodies along with Auras to power hopefully faster than our opponent can remove them.
4 Needle Spires
4 Inspiring Vantage
4 Spirebluff Canal
4 Aether Hub
4 Plains
CREATURES 18
4 Sram, Senior Edificer
4 Aethergeode Miner
4 Restoration Specialist
2 Depala, Pilot Exemplar
4 Kari Zev, Skyship Raider
4 Built to Smash
2 Uncaged Fury
ENCHANTMENTS 10
4 Gryff's Boon
4 Skin Invasion
2 Invocation of Saint Traft
ARTIFACTS 6
4 Heart of Kiran
2 Aethersphere Harvester
2 Dispel
3 Negate
4 Shock
4 Harnessed Lightning
2 Stasis Snare
I really like the interaction between Sram, Senior Edificer and Kari Zev, Skyship Raider. Sram wants you to load your deck with auras and vehicles (and equipments to a certain extent, still haven't any that would work well in the deck just yet). Kari Zev has a lot of evasion when it comes to creature combat. Because of this, she benefits mightily from being attached to auras and equipment and can push damage through fairly easily. The fact that you draw a card for each aura, equipment, and vehicle you play while Sram is on the battlefield provides huge card advantage.
Sram, Senior Edificer: Is our card draw engine and a central piece of the deck. He only costs 2 mana, which means we can play him as a "4 of" in the deck even though he is Legendary. In many cases, he will be targeted for removal fairly often because of the CA he offers.
Kari Zev, Skyship Raider: Once suited up with auras becomes a powerhouse that is hard to beat. She will be targeted for removal most of the time, so be prepared to see her bite the dust as often as Sram. Like Sram, she only costs 2 mana which means we can play her as a "4 of" in the deck even though she is Legendary.
Aethergeode Miner: A great Turn 2 play that can easily Crew Heart of Kiran on it's own. Also has evasion in the form of it's blink effect and provides E for Aether Hub, Aethersphere Harvester, and Harnessed Lightning.
Restoration Specialist: Gets back the powerful aura and vehicle cards we need from the graveyard. I like having her around, because should Sram die, she can get back some of the stuff we until another Sram makes an appearance on the battlefield.
Depala, Pilot Exemplar: A team player. Like Sram, she is CA engine that digs for dwarves and vehicles while simultaneously pumping said card/creature types.
Skin Invasion: I feel like this card is being slept on a lot, but is beneficial to the deck for a number of reasons. It helps us draw a card off of Sram and works great with Kari when she gets targeted for removal. It goes to the graveyard, flips and then can be used to crew Kiran as well.
Invocation of Saint Traft: Another slept on card that becomes a powerhouse when attached to Kari. Imagine doing 7 damage a turn via a 1/3 Kari, her 2/1 monkey Ragavan, and a 4/4 angel each turn!
SIDEBOARD
The side board is set up to counter removal/burn/counter spells you opponent may board in or can be more proactive with burn if our opponent somehow outraces us in creatures. Also running Stasis Snare to deal with pesky creature that can be recurred from the graveyard like Prized Amalgamation and Scrapeheap Scrounger, or creatures that can still fire of abilities even as they die (ie Walking Ballista).
STRENGTHS
The deck has built in evasion, mostly from abilities of the creatures themselves coupled with Auras. CA comes in the form of Sram and Restoration Specialist who can recur artifacts and enchantments from the graveyard. Because of this our threats can be deployed quickly close the game out fairly fast. Depala's dwarf pumping+pump spells also means that we will sometimes 2-for-1 our opponent's creatures in direct combat.
WEAKNESSES
All of the creatures in the deck (excluding vehicles) are made of paper mache. There's not a kill spell in the format that doesn't eliminate them. But because our curve is so low, we can keep throwing out bodies along with Auras to power hopefully faster than our opponent can remove them.