I would like to post the current list that I'm running.
Is a standard WR vehicles that gave me a lot of success in my local Playstore. I won the last two FNMs and my current meta is plaged with GB delirium, UB Zombies, RG Werewolfs, Esper Control, GR energy, etc...
I would like to post the current list that I'm running.
Is a standard WR vehicles that gave me a lot of success in my local Playstore. I won the last two FNMs and my current meta is plaged with GB delirium, UB Zombies, RG Werewolfs, Esper Control, GR energy, etc...
Congratulations on your results and an interesting list.
Hello everyone, recently came back to magic after a 10 years hiatus and I'm also new to the forums.
I just build the deck list used by Reid Duke to win SCG Baltimore ( https://www.mtggoldfish.com/deck/506314#online) and I can say that it is a really fun deck to play, not to mention the novelty of playing Gideon and Chandra in a single deck.
But regardless, one thing that is not very clear for me, and which I believe should be settled, is the comparison between Pia Nalaar and Key to the city.
I'm eager to listen what everybody thinks about this two cards but to begin, I will present my personal take on them:
Pia Nalaar
Pros:
-Offers 3 points of damage and toughness spread over two bodies.
- Can pump the attack of artifact creatures
Cons:
- remove blockers rather than make attackers unblockable.
- requires to sacrifice artifacts to use her ability.
Key to the City
Pros:
- Make attackers unblockable.
- Pseudo card filtering.
- CMC of 2
- Provides a discard engine for madness cards
Cons:
- requires card discard to use its ability
- the ability can only be activated once per turn
Conclusion:
I think Pia Nalaar is a better early game option, it provides 2 attackers and can pump our Coppters or even her own Thopter for more damage.
It synergizes extremely well with Reckless Bushwhacker,3rd turn Pia into a 4th turn 2 drop + Bushwhacker tends to close the game right on the spot.
On the other hand Key to the city is a better late game option, helping us to filter our draw and breaking the stalemate when multiple blockers exists in both sides.
The madness engine synergizes very will with Fiery Temper which take us to our next comparison.
Fiery Temper
vs
Harnessed Lightning
Without extending this post too much (it is long enough as it is) I think Fiery Temper is the better card, it is flexible, it can synergize with Smuggler's Copter and Key to the City. The synergy not only represent card advantage but also a cheaper mana cost.
The flexibility of doing direct damage to the enemy player should not be overlooked, the entire deck depends on creatures to win, Fiery Temper is an useful alternative to this issue.
Yet... for every good reason I find to include Fiery Temper, the same thing keeps coming up to prefer the use of harnessed lightning: it can deal with Smuggler's copter.
And that alone makes it superior in the current meta, Smuggler's copter is included as 4 of in 3 of the 5 top standard decks right now, that may change with Aether Revolt (specially considering the recent spoilers) but for the time being I feel Harnessed Lightning is the superior alternative and therefore push cards like Pia Nalaar above Key to the City.
How do you think about it? do you agree/disagree? please let me know your thoughts.
1. Fiery Temper deals with Smuggler's Copter just fine when you need it to do so, especially with Key to the City. There's also Stasis Snare available if you need other removal for it.
2. This deck doesn't really care about opposing Smuggler's Copters. You beat Smuggler's Copter by making it bad for opponents to tap a creature to attack with it. Since creatures can block the turn they come in, Copter only advantages a player on defense if it's a good blocker -- and against this deck it isn't, really. Copter is only a threat on offense when it represents a sort of pseudo-haste (or in another way of thinking, is actually just a flying looting Watchwolf).
I've played extensively with both variations and had substantial local-level success (top-8 at TCG States and routine 4-1/5-0 finishes in our paper leagues here, which have a competition level comparable to MTGO Leagues), but most of that came after switching from the conventional Harnessed Lightning builds to Fiery Temper. It really isn't close to me after getting a lot of reps in with both. Going upstairs gives you so much more play, and Key to the City itself is your best tool for beating BG Delirium, and it's invaluable in aggro mirrors, control matchups and even stuff like UW Flash for filtering draw steps as the game goes long.
Fair enough, those are very good points indeed. Thank you.
I happen to have a couple of Keys to the city in my binder and more than enough Fiery Tempers I will switch Pia and Harnessed Lightning and try them this Friday.
I will come back to report my results, just for the record.
Hello everybody. I've been running some form of vehicles ever since Kaladesh dropped. Currently Mardu lists seem to be most effective, and I think thats mainly due to Aetherworks decks being popular and the ability to board in Ceremonious Rejection. I'm gonna include a link to Matt Severa's list that seems to be the default mardu list right now. Three Thalias is appropriate I suppose given the meta but I think that might just be a one too many personally. However, I am going to run Matt's list as is tomorrow at a PPTQ and post my results.
Also, at FNM and other events throughout the week I've been play testing my own R/W build that I feel really comfortable with but just doesn't seem to be quite as good as the stock mardu vehicles. The cards in particular that I really feel good about here are Hanweir Garrison and Start Your Engines. I was a big supporter of Goblin Rabblemaster when he was in standard, and garrison just has the same spirit to me. As for start your engines it quite frequently wins me games on turn 4. I tried running three copies of it but I think 2 is still appropriate. It really shines when you drop a fleetwheel first, and come in with start your engines next turn. I've been considering Renegade Freighter over Cultivator's Caravan because of the trample, and I'm not currently running it but Speedway Fanatic did have the place of the thraben inspectors, which can crew the freighter, but not the caravan. The caravan has a bigger body though and taps for mana, which can help a whole lot in a deck with 10 one drops. Finally staying just R/W not only allows me to fit Hanweir Battlements in the land base, but I can also afford Collective Defiance. I think I like this even more than Unlicensed Disintegration because you dont have to have a valid target to burn to the face.
Oh yeah, and Magmatic Chasm is primarily for the B/G Delirium match up, which is particularly prevalent at my LGS and is generally a bad match for us. Chasm absolutely destroys though, and lets us go straight through the spiders. U/W Flash is perhaps my most transformative matchup, where I usually board in everything besides chasm and gideon. Gideon can be awkward here, especially when the opponent flashes in Avacyn. I've stopped trying to go under them and decided to board into the control route.
I want to make this so so badly! What do you think is better though, a budget version of boros vehicles or another budget sorted deck? Money is a thing sadly
This deck is probably going to have a lot of trouble surviving rotation. Every new addition seems to weaken the deck, while there are only very few actual strengthening cards. I'd wait till the meta settles a bit, since depending on meta choices it will become terrible - or still do quite well. (If yaheeni's expertise or artifact destruction becomes popular this deck won't be good anymore).
Funny you say that, seeing as they just banned copter. Any thoughts on where we go from here? And please, before someone suggests it, Heart of Kiran does not equal copter.
I wouldnt say that aggro just got killed, its more of being crippled. crippled and alive, sometimes, its better than dead. with that, im still a firm believer that RW and/or RW/x decks could still become a T1 deck..
iv have been piloting a decklist similar that of what @scasseden posted a few pages back, and its been working for the most part.. very consistently; the only changes i had made on them were:
-2 plains, +1 westvale abbey [bringing the landcount to 23 instead of 24]
-2 depala, pilot exemplar, +2 pia nalaar
for the SB, changes were:
-2 reckless buswhacker, +1 oath of gideon, +1 of chandra [given the lgs meta]
prior to the bannings, i had a hard time making space of heart of kiran which i saw a lot of value NOT to include in the deck. I was also looking at the new legends [kira zev and sram] as possible additions.
now with the bannings, my feeling is that heart of kiran is a must for the deck but not necessarily the biggest/god draw for this deck. i think the way to go is go-wide: consistently having multiple threats [2-4, if possible] with heart of kiran on standby mode. the reason i think this way is because of the new pseudo-languish card [yahenni's expertise] which basically is a card called [laguish you, ill drop my liliana right here and i win all the way]. having both copter and heart in a deck would have been a way to deal with this, but now Wotc wants this deck to be so reliant on heart to take out liliana..
the upcoming combo deck? thats why we have Statis Snares for. i mean, i use the snares to take out emrakul so why can't Wotc see that. Also, a new card [Kari Zev's Expertise] once top-decked would essentially make Emmakul his own player.
overall, im disappointed about the bannings but we just need to move forward. Like in the story: it was originally named Tezzeret's Ruin but it became the Heart of Kiran. We just need a little more heart i guess
OT: @scasseden i saw you post on the banning thread. epic
I've been debating what the needle spires would be good for. GB tokens will probably kill it with Walking Ballista if they have it out and you really want to be going in fast and hard against them since they need a little time to build up. I'd say it can help against control decks that run Yahenni's Expertise. For mana fixing Spire of Industry is actually not bad in the deck since you'll likely have vehicles on the field to trigger the second ability with, though I wouldn't make that a 4 of in this style of deck.
Also, Heart of Kiran is a flying Batterskull, basically. I'd actually have preferred lifelink instead of vigilance, but that might have made it too good. Man that is one weird vehicle.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
^ I'm glad I'm not the only one dissapointed in the lack of activity this had after the bans.
New to standard but vehicles became a great chance to me to start. I did my first fnm and got 2-2 with my vehicles. I had fleet wheels and caravans because I didn't shell out money for Karin and harvesters.
I did trade the combo planeswalker for 4 harvesters though. I have another planeswalker in trying to trade for a Karin now.
Thing is I don't run Gideon (sold all of them for edh goodies), and I'm sure I'm wrong but I like the harvester better.
To be frank, the deck actually survived the banning with great aplum and now is running rampant with Heart of Kiran. Given the deck lists it's also a deck archetype that will survive into the next season when rotation hits, so it's going to be a popular one that is for sure. Also I tend to disagree on the deck dieing when Gideon goes away. There are options right now that are quite budget and can work in place of Gideon, Ally of Zendikar, and the biggest opposition we have right now basically dies when rotation hits thanks to losing all the delirium based cards from the prior standard. In a lot of ways it reminds me of UW spirits which evolved later on into a completely different form.
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1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
To be frank, the deck actually survived the banning with great aplum and now is running rampant with Heart of Kiran. Given the deck lists it's also a deck archetype that will survive into the next season when rotation hits, so it's going to be a popular one that is for sure. Also I tend to disagree on the deck dieing when Gideon goes away. There are options right now that are quite budget and can work in place of Gideon, Ally of Zendikar, and the biggest opposition we have right now basically dies when rotation hits thanks to losing all the delirium based cards from the prior standard. In a lot of ways it reminds me of UW spirits which evolved later on into a completely different form.
What are the budget options for Gideon? I frankly intend to just have more vehicles.
Also I'm seeing a new vehicle archetype with the 1 drop 7/11 vehicles with a lot of animating vehicle enchantments. Is this a theme on its own or you think there's viable mix and matching?
Also I'm seeing a new vehicle archetype with the 1 drop 7/11 vehicles with a lot of animating vehicle enchantments. Is this a theme on its own or you think there's viable mix and matching?
I don't think that's a direction this deck wants to go, unless you want to make a midrange version of this deck. Unfortunately, this deck doesn't work so well as a midrange version (I've tried).
The reasoning is that the Consulate Dreadnought requires outside help to get going, and that help won't be until a few turns later, and so you're taking away the aggro aspect of the 1 drop slot.
Further, it doesn't offer anything beyond being a 7/11. The Metalwork Colossus decks work because of all the extra text on top of being a 10/10.
Sure, it's a lot better to draw it late game than a Toolcraft Exemplar, but the deck is significantly weaker when it alters the gameplan from aggro beatdown and tries to shore up late game play.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
I play Mardu Vehicles and at my store, the only guy I really worry about plays B/G Delirium (Winding Constrictor, Rishkar, Mindwrack, Ballista, and Ishkanah). How should I sideboard against him?
Moving to Vehicles thread for obvious reasons. Please let me know if you have a problem with this. Thanks! - hoser2
I play Mardu Vehicles and at my store, the only guy I really worry about plays B/G Delirium (Winding Constrictor, Rishkar, Mindwrack, Ballista, and Ishkanah). How should I sideboard against him?
Moving to Vehicles thread for obvious reasons. Please let me know if you have a problem with this. Thanks! - hoser2
I'm not the BEST at sideboarding, but I've played this matchup a few times.
The four cards that I usually consider against that deck are Skywhalers, Fatal Push, Fragmentize and Skysovereign.
Skywhalelers - By default kills Mindwrack/Ish, but since it's a counter-heavy deck the card can usually kill most of the deck by the midgame.
Fatal Push - Always kills Ballista, and with revolt kills most of the threats in the deck besides Ishkanah. For one mana.
Fragmentize - Some people like this, as it's good against Ballista and sometimes BG decks run heart. I don't love it though.
Skysovereign - Comes into the battlefield, kills maybe a Rishkar or something, and will beat Ishkanah in a fight if Ish tries to block without any counters. Just generally a nice card to have.
I play Mardu Vehicles and at my store, the only guy I really worry about plays B/G Delirium (Winding Constrictor, Rishkar, Mindwrack, Ballista, and Ishkanah). How should I sideboard against him?
Moving to Vehicles thread for obvious reasons. Please let me know if you have a problem with this. Thanks! - hoser2
It's probably one of your easiest matchups.
Board in all your Metallic Rebuke, which I'd say should be a minimum of 3, if not 4. Bring in some Fatal Push, some 4-mana Chandras, and whatever flyers are in your board, like Avacyn, Skysoverign, Gisela, or Spell Quellers.
Unless you aren't running blue. Then maybe it's harder, idk. 2-3 Depala should be in the main as well, as it insulates you against Ballista, which is just kind of a crummy Mog Fanatic, until they have a snake out anyway.
I'm seeing Fairgrounds Warden showing up in the side of some of the Mardu versions, but I can't figure out when you would be siding it in. Can anyone clue me in please?
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Is a standard WR vehicles that gave me a lot of success in my local Playstore. I won the last two FNMs and my current meta is plaged with GB delirium, UB Zombies, RG Werewolfs, Esper Control, GR energy, etc...
// 11 Artifact
4 Smuggler's Copter
3 Fleetwheel Cruiser
4 Renegade Freighter
// 21 Creature
4 Depala, Pilot Exemplar
4 Veteran Motorist
3 Thraben Inspector
2 Pia Nalaar
2 Inventor's Apprentice
3 Fairgrounds Warden
2 Selfless Spirit
1 Thalia, Heretic Cathar
2 Stasis Snare
// 1 Instant
1 Harnessed Lightning
// 24 Land
4 Stone Quarry
1 Inspiring Vantage
1 Needle Spires
8 Mountain
10 Plains
// 1 Planeswalker
1 Gideon, Ally of Zendikar
// 1 Enchantment
1 Stasis Snare
// 7 Instant
3 Skywhaler's Shot
4 Built to Last
4 Fragmentize
3 Start Your Engines
My Sideboard is focused in my current meta, but my deck is good against a lot of other arquetipes in the current meta.
Congratulations on your results and an interesting list.
I am assuming it is because of budget that you play Stone Quarry instead of additional Inspiring Vantage and Needle spires.
Modern: 0Affinity0 - GWBAbzan VizierBWG - RGoblinsR
Standard: URGiftUR
I just build the deck list used by Reid Duke to win SCG Baltimore ( https://www.mtggoldfish.com/deck/506314#online) and I can say that it is a really fun deck to play, not to mention the novelty of playing Gideon and Chandra in a single deck.
But regardless, one thing that is not very clear for me, and which I believe should be settled, is the comparison between Pia Nalaar and Key to the city.
I'm eager to listen what everybody thinks about this two cards but to begin, I will present my personal take on them:
Pia Nalaar
Pros:
-Offers 3 points of damage and toughness spread over two bodies.
- Can pump the attack of artifact creatures
Cons:
- remove blockers rather than make attackers unblockable.
- requires to sacrifice artifacts to use her ability.
Key to the City
Pros:
- Make attackers unblockable.
- Pseudo card filtering.
- CMC of 2
- Provides a discard engine for madness cards
Cons:
- requires card discard to use its ability
- the ability can only be activated once per turn
Conclusion:
I think Pia Nalaar is a better early game option, it provides 2 attackers and can pump our Coppters or even her own Thopter for more damage.
It synergizes extremely well with Reckless Bushwhacker,3rd turn Pia into a 4th turn 2 drop + Bushwhacker tends to close the game right on the spot.
On the other hand Key to the city is a better late game option, helping us to filter our draw and breaking the stalemate when multiple blockers exists in both sides.
The madness engine synergizes very will with Fiery Temper which take us to our next comparison.
Fiery Temper
vs
Harnessed Lightning
Without extending this post too much (it is long enough as it is) I think Fiery Temper is the better card, it is flexible, it can synergize with Smuggler's Copter and Key to the City. The synergy not only represent card advantage but also a cheaper mana cost.
The flexibility of doing direct damage to the enemy player should not be overlooked, the entire deck depends on creatures to win, Fiery Temper is an useful alternative to this issue.
Yet... for every good reason I find to include Fiery Temper, the same thing keeps coming up to prefer the use of harnessed lightning: it can deal with Smuggler's copter.
And that alone makes it superior in the current meta, Smuggler's copter is included as 4 of in 3 of the 5 top standard decks right now, that may change with Aether Revolt (specially considering the recent spoilers) but for the time being I feel Harnessed Lightning is the superior alternative and therefore push cards like Pia Nalaar above Key to the City.
How do you think about it? do you agree/disagree? please let me know your thoughts.
1. Fiery Temper deals with Smuggler's Copter just fine when you need it to do so, especially with Key to the City. There's also Stasis Snare available if you need other removal for it.
2. This deck doesn't really care about opposing Smuggler's Copters. You beat Smuggler's Copter by making it bad for opponents to tap a creature to attack with it. Since creatures can block the turn they come in, Copter only advantages a player on defense if it's a good blocker -- and against this deck it isn't, really. Copter is only a threat on offense when it represents a sort of pseudo-haste (or in another way of thinking, is actually just a flying looting Watchwolf).
I've played extensively with both variations and had substantial local-level success (top-8 at TCG States and routine 4-1/5-0 finishes in our paper leagues here, which have a competition level comparable to MTGO Leagues), but most of that came after switching from the conventional Harnessed Lightning builds to Fiery Temper. It really isn't close to me after getting a lot of reps in with both. Going upstairs gives you so much more play, and Key to the City itself is your best tool for beating BG Delirium, and it's invaluable in aggro mirrors, control matchups and even stuff like UW Flash for filtering draw steps as the game goes long.
GW ~ Angels ~ WG
Modern:
RBW ~ Shadowmancer ~ WBR
Legacy:
BUG ~ Shadow Delver ~ GUB
I happen to have a couple of Keys to the city in my binder and more than enough Fiery Tempers I will switch Pia and Harnessed Lightning and try them this Friday.
I will come back to report my results, just for the record.
https://www.mtggoldfish.com/archetype/standard-mardu-vehicles-29567#paper
Also, at FNM and other events throughout the week I've been play testing my own R/W build that I feel really comfortable with but just doesn't seem to be quite as good as the stock mardu vehicles. The cards in particular that I really feel good about here are Hanweir Garrison and Start Your Engines. I was a big supporter of Goblin Rabblemaster when he was in standard, and garrison just has the same spirit to me. As for start your engines it quite frequently wins me games on turn 4. I tried running three copies of it but I think 2 is still appropriate. It really shines when you drop a fleetwheel first, and come in with start your engines next turn. I've been considering Renegade Freighter over Cultivator's Caravan because of the trample, and I'm not currently running it but Speedway Fanatic did have the place of the thraben inspectors, which can crew the freighter, but not the caravan. The caravan has a bigger body though and taps for mana, which can help a whole lot in a deck with 10 one drops. Finally staying just R/W not only allows me to fit Hanweir Battlements in the land base, but I can also afford Collective Defiance. I think I like this even more than Unlicensed Disintegration because you dont have to have a valid target to burn to the face.
Oh yeah, and Magmatic Chasm is primarily for the B/G Delirium match up, which is particularly prevalent at my LGS and is generally a bad match for us. Chasm absolutely destroys though, and lets us go straight through the spiders. U/W Flash is perhaps my most transformative matchup, where I usually board in everything besides chasm and gideon. Gideon can be awkward here, especially when the opponent flashes in Avacyn. I've stopped trying to go under them and decided to board into the control route.
4 Inventor's Apprentice
3 Thraben Inspector
4 Toolcraft Exemplar
4 Veteran Motorist
3 Hanweir Garrison
2 Pia Nalaar
2 Thalia, Heretic Cathar
1 Depala, Pilot Exemplar
Vehicles
4 Smuggler's Copter
2 Cultivator' Caravan
2 Fleetwheel Cruiser
4 Collective Defiance
2 Start Your Engines
Lands
4 Inspiring Vantage
4 Needle Spires
2 Hanweir Battlements
1 Westvale Abbey
10 Mountain
2 Plains
4 Galvanic Bombardment
3 Stasis Snare
2 Declaration in Stone
2 Magmatic Chasm
2 Gideon, Ally of Zendikar
2 Skysovereign, Consul Flagship
Funny you say that, seeing as they just banned copter. Any thoughts on where we go from here? And please, before someone suggests it, Heart of Kiran does not equal copter.
iv have been piloting a decklist similar that of what @scasseden posted a few pages back, and its been working for the most part.. very consistently; the only changes i had made on them were:
-2 plains, +1 westvale abbey [bringing the landcount to 23 instead of 24]
-2 depala, pilot exemplar, +2 pia nalaar
for the SB, changes were:
-2 reckless buswhacker, +1 oath of gideon, +1 of chandra [given the lgs meta]
prior to the bannings, i had a hard time making space of heart of kiran which i saw a lot of value NOT to include in the deck. I was also looking at the new legends [kira zev and sram] as possible additions.
now with the bannings, my feeling is that heart of kiran is a must for the deck but not necessarily the biggest/god draw for this deck. i think the way to go is go-wide: consistently having multiple threats [2-4, if possible] with heart of kiran on standby mode. the reason i think this way is because of the new pseudo-languish card [yahenni's expertise] which basically is a card called [laguish you, ill drop my liliana right here and i win all the way]. having both copter and heart in a deck would have been a way to deal with this, but now Wotc wants this deck to be so reliant on heart to take out liliana..
the upcoming combo deck? thats why we have Statis Snares for. i mean, i use the snares to take out emrakul so why can't Wotc see that. Also, a new card [Kari Zev's Expertise] once top-decked would essentially make Emmakul his own player.
overall, im disappointed about the bannings but we just need to move forward. Like in the story: it was originally named Tezzeret's Ruin but it became the Heart of Kiran. We just need a little more heart i guess
OT: @scasseden i saw you post on the banning thread. epic
One thing I'm curious about: Why are people siding Needle Spires? What matchup is that for?
Also, Heart of Kiran is a flying Batterskull, basically. I'd actually have preferred lifelink instead of vigilance, but that might have made it too good. Man that is one weird vehicle.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Top 8
Notably, Esper Berthoud scored 10-0 with his version, and Marco Carvalho scored 9-0 plus a draw. DISCUSS!
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG
New to standard but vehicles became a great chance to me to start. I did my first fnm and got 2-2 with my vehicles. I had fleet wheels and caravans because I didn't shell out money for Karin and harvesters.
I did trade the combo planeswalker for 4 harvesters though. I have another planeswalker in trying to trade for a Karin now.
Thing is I don't run Gideon (sold all of them for edh goodies), and I'm sure I'm wrong but I like the harvester better.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
What are the budget options for Gideon? I frankly intend to just have more vehicles.
Also I'm seeing a new vehicle archetype with the 1 drop 7/11 vehicles with a lot of animating vehicle enchantments. Is this a theme on its own or you think there's viable mix and matching?
http://magic.wizards.com/en/events/coverage/ptaer/pro-tour-aether-revolt-day-two-standard-metagame-breakdown-2017-02
The only reason it did so well is because it was brought to combat Saheeli, and it looks like it was pretty effective at that.
I'm not saying to not get hype about it, but I don't think we should be blinded by its recent success.
The reasoning is that the Consulate Dreadnought requires outside help to get going, and that help won't be until a few turns later, and so you're taking away the aggro aspect of the 1 drop slot.
Further, it doesn't offer anything beyond being a 7/11. The Metalwork Colossus decks work because of all the extra text on top of being a 10/10.
Sure, it's a lot better to draw it late game than a Toolcraft Exemplar, but the deck is significantly weaker when it alters the gameplan from aggro beatdown and tries to shore up late game play.
Thoughts on this? Definitely something I'll be giving a try.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Moving to Vehicles thread for obvious reasons. Please let me know if you have a problem with this. Thanks! - hoser2
I'm not the BEST at sideboarding, but I've played this matchup a few times.
The four cards that I usually consider against that deck are Skywhalers, Fatal Push, Fragmentize and Skysovereign.
Skywhalelers - By default kills Mindwrack/Ish, but since it's a counter-heavy deck the card can usually kill most of the deck by the midgame.
Fatal Push - Always kills Ballista, and with revolt kills most of the threats in the deck besides Ishkanah. For one mana.
Fragmentize - Some people like this, as it's good against Ballista and sometimes BG decks run heart. I don't love it though.
Skysovereign - Comes into the battlefield, kills maybe a Rishkar or something, and will beat Ishkanah in a fight if Ish tries to block without any counters. Just generally a nice card to have.
But, again, I'm not the best at sideboards.
It's probably one of your easiest matchups.
Board in all your Metallic Rebuke, which I'd say should be a minimum of 3, if not 4. Bring in some Fatal Push, some 4-mana Chandras, and whatever flyers are in your board, like Avacyn, Skysoverign, Gisela, or Spell Quellers.
Unless you aren't running blue. Then maybe it's harder, idk. 2-3 Depala should be in the main as well, as it insulates you against Ballista, which is just kind of a crummy Mog Fanatic, until they have a snake out anyway.
4 Thraben Inspector
4 Toolcraft Exemplar
4 Scrapheap Scrounger
4 Veteran Motorist
2 Depala, Pilot Exemplar
2 Pia Nalaar
Spells (17)
3 Shock
4 Heart of Kiran
2 Aethersphere Harvester
4 Unlicensed Disintegration
4 Gideon, Ally of Zendikar
1 Aether Hub
1 Needle Spires
1 Shambling Vent
4 Concealed Courtyard
4 Inspiring Vantage
4 Plains
4 Spire of Industry
4 Spirebluff Canal
2 Fatal Push
2 Release the Gremlins
2 Cultivator's Caravan
4 Metallic Rebuke
2 Chandra, Torch of Defiance
1 Skysovereign, Consul Flagship
2 Fumigate
Beat UB Colossus, GW Midrange, Jund Energy, BG Constrictor, and then Jeskai Saheeli in the finals.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)