I played the list I posted above (without damping sphere in the board, because I just forgot about it ) in a friendly league on mtgo and went 4-1.
R1: Izzet Pheonix 2-0
I will say that this player was using Kiln Fiend over drakes, which is obviously not as good, but they did only play one kiln fiend in the match, and it wouldn't have mattered if it was a drake because it died immediately to a Liliana minus.
I won one game with a kaya ultimate, and kaya was nuts against this deck. I exiled a looting and a phoenix the turn she came in and gained about 8 life with her that game, while building a wall of faeries with bitterblossom.
R2: Abzan Delerium 1-2
I won game 1 because of kaya keeping them off of delerium, exiling the back half of lingering souls, and managing goyfs. I had the token advantage, so it was an easy win.
I had 3 kaya's wraths in the board, but felt that I wanted the 4 inguisitions against them because of liliana the last hope, and I feel it's important to stick a bob or bitterblossom early and wanted to clear the way for that so I only brought in 2. Turns out I should have brought in the third wrath, because it was gas everytime I drew it, and I ended up just dying to multiple goyfs and souls tokens. I think another reason I lost was because the delerium decks tend to only run 19/20 lands because of traverse and bauble, so their topdecks were just better than mine. Having the third wrath (or possibly a 4th) gives us a nice way to catch up in that matchup.
R3 Burn 2-0
Kaya and bell-haunt are obviously incredible here. Bell-haunt made them discard a boros charm, and with gaining the life, and being a 3/4 made it too much for them to handle. Field of ruin is also great against them, because they don't run a basic plains, so you can easily color-screw them.
I think the matchup is very favored for us, and I wasn't scared at any point.
R4 Tron 2-1
This is when I realized I didn't put damping sphere in my deck, and just expected to be 0-2'ed quickly LOL.
I actually won game 1, as you do sometimes against tron with field of ruin in your deck. You take out their land, tear apart their hand, and get lucky as all-hell haha.
Game 2 I took out their land but I flooded really hard, and they just cast ugin on turn 8 and that's game.
Game 3 I took out their land and surgicaled it. They bricked on lands and that's all she wrote.
R5 Hollow One 2-1
This was the BR version of hollow one.
Game 1 I won, again, with a kaya ultimate, in a position where nothing else would have worked, they were at 12, I was on the ropes against an angler and multiple pheonix's, and drained them for 10, and hit them with 2 bitterblossom tokens. Felt great.
Game 2 I died to pheonix's and a turn 2 hollow one.
Game 3 We traded back and forth, I landed rest in peace, but bitterblossom got me down to 2 and we were both empty handed, luckily I drew a shambling vent, and faded a lightning bolt, and won. So I got kinda lucky.
Kaya was great in this league. She obviously does nothing against tron, but gaining life was crucial, and she can take out swiftspears and flameblade adepts, as well as manage lingering souls pretty well. The ultimate is also a real tangible thing. Right now I think she deserves maindeck play, but I can see her being a sideboard option, with the potential unbanning of a certain card.
bell-haunt was good, not amazing, but not bad either. I think it's a good middle ground between the sorins. The lifegain is important, and the discard is pretty gross, liliana into bell-haunt is great. It obviously doesn't line-up well against anglers and hollow ones, but it's good against swiftspears and bobs. I really wish it had deathtouch though. So it's good, I'll keep playing 3, I wouldn't mind going to 4 either.
Kaya's wrath is nuts in this deck, there are times where bitterblossom isn't enough, and being able to kill everything, gain 2-3 life from your random tokens, and then allow blossom to take over the game is really strong. I kind of want to go to 4, but that might be too much with the ammount of combo in the format currently.
Other notes:
Collective brutality just isn't good right now imo, it doesn't do much against phoenix, it only kills a thing against humans (for potentially 3 mana too, yikes) and would rarely tag anything important against spirits, so I don't think I want it. I'd rather have kaya's wrath. You could argue that it's a duress effect as well, but bell-haunt does this better against burn, and we already have 7 targeted discard effects, as well as liliana, and bell-haunt against combo, not to mention some of that combo doesn't even get hit with brutality (kci), so I think I'm cutting it from my sideboard.
I wanted to try out surgical over a rest in peace because I don't see alot of kci on mtgo, and I think with it potentially getting banned, surgical is going to be better since it hits pheonix's and can snag a tron land for the cost of nothing. But rest in peace is just a combo with kaya, and I really want to try to make that happen at least once lol.
I kind of want anguished unmaking over fragmentize because it's an out to planeswalkers, but fragmentize is better against burn, and it's cheaper. It could also be disenchant, so it would hit hollow ones. So that's a card I'm unsure of.
Well, with the full ravnica allegiance set spoiled, let's talk about some possible additions.
I'm honestly disappointed with the spoilers, I was expecting a "fixed" vindicate that didn't lava spike us, a good two drop, and a reprint of gerrard's verdict, but we didn't get any of those.
Anyway,
Kaya, Orzhov Usurper
At first glance I was really mad about this card when she got spoiled, but I'm starting to come around.
I look at Kaya as a Scavenging Ooze with a little bit of Vraska, Golgari Queen, and Shrine of Burning Rage.
Like ooze, Kaya keeps graveyards down while gaining life. Her upside here is that she can gain more life than ooze could, she has the potential to eat through a yard quicker, and she doesn't consume mana to use this ability. Obviously ooze is a threat in addition to it's ability, but so is Kaya with her ultimate. However just like ooze, she's probably not completely shutting down a graveyard strategy like dredge. Not being able to eat a yard at instant speed is also a ding against her.
Her -1 actually hits something in most decks.
Death's Shadow, Mox opal, vial, hierarch, champions, swiftspear, guide, amulet, around 30% of the hardened scales deck, flameblade adept, chalice of the void, and mausoleum wanderer are the biggest hits I can think of, but there are others. While she doesn't hit every deck with her -1, those are the ones that are affected by the +1.
Her ultimate isn't particularly game-winning on it's own, but we do run paths and rest in peace, so it's more than achievable.
So incremental life-gain and grave-hate, the possibility of exiling something, and a fireball all in one package. I think it's possible she's good, and it's worth testing her.
Basilica Bell-Haunt
I already posted about this card, so I won't go into length about it.
It survives bolt, beats all of the threats out of the humans/spirits decks, gains us life (3 life is almost worth a card in modern, and it is worth a card in some matchups), and forcing discard means this is almost always a 2-1 at minimum, it's a 3-1 in alot of matchups.
I will be testing 3 of this card.
Another side-note about this card is that it does provide 4 devotion to Athreos, God of Passage, probably not a big deal, but this guy and any permanent with one blip turns it on.
Kaya's Wrath
I think this is better than Damnation for our deck, since we will have creatures on our board most of the time we wrath, recouping the life lost to bitterblossom and bob seems worth the color requirement.
I will be testing 2 in the sideboard.
Angel of Grace
5 mana is alot and that might price this out of the deck.
I have always wanted an extra sideboard slot for Angel's Grace in the board, just as a way to go "Surprise! Your combo does nothing!" to combo decks after they go all-in, then laugh maniacally as they start crying.
Seriously though, this can stop lightning storm, grapeshot, valakut triggers (off of a scapeshift, titan will still kill you unfortunately), I think ther's probably a spot in the kci loop for you to drop her but I'm not sure.
The main purpose for her though is that she can ambush pheonix's, humans, spirits, hollow ones, and many other threats, and eat them. She also at least trades with most threats. Having flash lets us mess up a control player's sequencing, although it is awkward with liliana in our deck. While 6 mana is alot, gaining 10 means gg for burn.
She's probably not good enough, but there's potential for her.
Font of Agonies
I'm not sure we pay enough life for this to work, if only bob and bitterblossom were payments instead of losing life, this would be sick.
After testing this idea a bunch, I have to say that I don't think it's in a good place right now. Not being able to play stony silence is really rough.
Honestly BW in general is just lacking to much to be a deck outside of the hatebears version.
We really need a good two drop threat, I personally think they're going to unban stoneforge mystic in the next b&r announcement. If that's the case then we might be able to make this a good deck again.
Another card that might be intresting in a jund-esque version of this deck would be the newly spoiled Basilica Bell-Haunt.
One of the biggest issues with the midrange version that I've had is the lack of a well-rounded 4 drop. The contenders seem to be both sorins and Gideon. The issue with solemn visitor is that while he is amazing with a board full of creatures, he just makes a 2/2 and gets bolted or attacked down (because a 2/2 isn't holding off anything really). The issue with lord of innistrad is that he just isn't fast enough without a board full of creatures, his emblem is really good though, and he pluses to make a guy, that's why I think he's currently our best 4 drop, but, like solemn visitor, he doesn't do much if you are behind, and his tokens don't fly which makes it hard to protect him. Gideon makes 2/2's which don't line up well with most decks, and he doesn't gain life. He's great against midrange and control, but not good against anything else really.
Bell-Haunt's body is relevant because it walls off humans and doesn't die to bolt. Gaining life is super important in our deck because of bob and bitterblossom (I think bitterblossom is way too good for this deck to not run it honestly), and this buffs our life in a bolt-heavy meta. The discard is also important in our grindier games. I will at least test this as a 3-of if we solve the 2 drop problem.
I've been playing a version of this deck built around vehicles lately. Part of the issue with this deck is that all of the creatures are too small to compete in combat, and their small size makes it hard to close against combo decks before they can get out of whatever lock piece we present them with post-sideboard.
The vehicles I'm using in particular are Smuggler's Copter and Aethersphere Harvester.
Smuggler's copter is perfectly sized to beat all of the threats coming out of humans and spirits, it also digs us closer to our hate-pieces, as well as allowing us to play a threat on turn 2 in the face of a lightning bolt or some other removal from the various midrange/control/phoenix decks running around.
Aetherphere Harvester is almost unbeatable against humans, spirits, and phoenix. 5 toughness might as well be infinite, that and the lifegain makes it very unprofitable to attack into, and lets us swing the race much more quickly than a sorin would.
Both Vehicles also have the added benefit of dodging sorcery speed reflector mage, jace minus, ugin minus, sorcery speed wraths, and any targeted removal provided to check that the coast is clear before crewing. They are extremely versatile cards that are very difficult to interact with.
The one downside.... and it's a big one, I won't lie..... is that you can't play stony silence. However, damping sphere and kambal shut down ironworks anyway (aside from explosives ruining our day),and obviously sphere is better against tron than stony is, so ironworks and tron aren't huge issues. The worst part about not playing stony is that hardened scales is super hard to beat without it. We still have RIP and you can play disenchants and such, but walking ballista is a rediculous card, and you can't just play pithing needle on ballista, because the rest of the deck will get you. I feel like there's a good solution to the match that I just haven't found yet though. The vehicles increase our percentage against so many decks though, that I thinks it's ok if we lose to this one some-what fringe deck.
Toolcraft allows this deck to close much more quickly. It trades with every threat out of humans and spirits aside from thalia, and even against thalia, if we have 3 artifacts (deck has 16 sources) it can trade. I haven't had too many issues turning it on, but sometimes it does fail, I won't lie. It is a very fast clock most of the time though. It's almost literally a wild nacatl.
Inspector is more artifacts for toolcraft. But what it's really here for is as a one drop that does something. Lingering souls is really slow right now, and it can be clunky. It's almost always just chumping against humans and spirits, and, lets be honest, it's too slow for the combo decks. Inspector is a turn 1 play and it lets us double spell turn 3 as well as letting us get a 2-1 when we need to grind. He's one of the best crewers.
Sculler is also an amazing crewer, since it check that the coast is clear before lift off, also helps that it's a artifact for toolcraft.
Mutavault is also huge for this deck, it's super easy to activate, dodges the same stuff that the vehicles do and it crews them for just 2 mana, mutavault is possibly the best manland in the format, and it's even better here.
So green gives us a lot of upgrades.
First off, Emmara is REDICULOUS with vehicles, attack in the sky and hold off the ground with a lifelinking army. I started with 2 and when to 4 pretty fast, you can loot away uneeded copies with copter as well.
Assassin's trophy is just really flexible, I like having at least one catchall in my decks.
Gavony township is stupid good at leveling up our dorks (and the emmara army) it just wins games on it's own.
Stirring wildwood acts sort of like harvester in that it's really hard to spirits, humans, and phoenix decks to break-through.
You also get teeg in the board, and potentially knight of autumn as well.
Green adds alot of firepower, but it's with a more painful manabase. I'm also not sure if 4 mutavault is correct here either since you can't cast emmara with 1 land and a mutavault. But emmara is really a turn 3+ play anyway, so I think it's probably ok.
Let me know what you guys think, both of these decks have been doing really well for me.
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R1: Izzet Pheonix 2-0
I will say that this player was using Kiln Fiend over drakes, which is obviously not as good, but they did only play one kiln fiend in the match, and it wouldn't have mattered if it was a drake because it died immediately to a Liliana minus.
I won one game with a kaya ultimate, and kaya was nuts against this deck. I exiled a looting and a phoenix the turn she came in and gained about 8 life with her that game, while building a wall of faeries with bitterblossom.
R2: Abzan Delerium 1-2
I won game 1 because of kaya keeping them off of delerium, exiling the back half of lingering souls, and managing goyfs. I had the token advantage, so it was an easy win.
I had 3 kaya's wraths in the board, but felt that I wanted the 4 inguisitions against them because of liliana the last hope, and I feel it's important to stick a bob or bitterblossom early and wanted to clear the way for that so I only brought in 2. Turns out I should have brought in the third wrath, because it was gas everytime I drew it, and I ended up just dying to multiple goyfs and souls tokens. I think another reason I lost was because the delerium decks tend to only run 19/20 lands because of traverse and bauble, so their topdecks were just better than mine. Having the third wrath (or possibly a 4th) gives us a nice way to catch up in that matchup.
R3 Burn 2-0
Kaya and bell-haunt are obviously incredible here. Bell-haunt made them discard a boros charm, and with gaining the life, and being a 3/4 made it too much for them to handle. Field of ruin is also great against them, because they don't run a basic plains, so you can easily color-screw them.
I think the matchup is very favored for us, and I wasn't scared at any point.
R4 Tron 2-1
This is when I realized I didn't put damping sphere in my deck, and just expected to be 0-2'ed quickly LOL.
I actually won game 1, as you do sometimes against tron with field of ruin in your deck. You take out their land, tear apart their hand, and get lucky as all-hell haha.
Game 2 I took out their land but I flooded really hard, and they just cast ugin on turn 8 and that's game.
Game 3 I took out their land and surgicaled it. They bricked on lands and that's all she wrote.
R5 Hollow One 2-1
This was the BR version of hollow one.
Game 1 I won, again, with a kaya ultimate, in a position where nothing else would have worked, they were at 12, I was on the ropes against an angler and multiple pheonix's, and drained them for 10, and hit them with 2 bitterblossom tokens. Felt great.
Game 2 I died to pheonix's and a turn 2 hollow one.
Game 3 We traded back and forth, I landed rest in peace, but bitterblossom got me down to 2 and we were both empty handed, luckily I drew a shambling vent, and faded a lightning bolt, and won. So I got kinda lucky.
Kaya was great in this league. She obviously does nothing against tron, but gaining life was crucial, and she can take out swiftspears and flameblade adepts, as well as manage lingering souls pretty well. The ultimate is also a real tangible thing. Right now I think she deserves maindeck play, but I can see her being a sideboard option, with the potential unbanning of a certain card.
bell-haunt was good, not amazing, but not bad either. I think it's a good middle ground between the sorins. The lifegain is important, and the discard is pretty gross, liliana into bell-haunt is great. It obviously doesn't line-up well against anglers and hollow ones, but it's good against swiftspears and bobs. I really wish it had deathtouch though. So it's good, I'll keep playing 3, I wouldn't mind going to 4 either.
Kaya's wrath is nuts in this deck, there are times where bitterblossom isn't enough, and being able to kill everything, gain 2-3 life from your random tokens, and then allow blossom to take over the game is really strong. I kind of want to go to 4, but that might be too much with the ammount of combo in the format currently.
Other notes:
Collective brutality just isn't good right now imo, it doesn't do much against phoenix, it only kills a thing against humans (for potentially 3 mana too, yikes) and would rarely tag anything important against spirits, so I don't think I want it. I'd rather have kaya's wrath. You could argue that it's a duress effect as well, but bell-haunt does this better against burn, and we already have 7 targeted discard effects, as well as liliana, and bell-haunt against combo, not to mention some of that combo doesn't even get hit with brutality (kci), so I think I'm cutting it from my sideboard.
I wanted to try out surgical over a rest in peace because I don't see alot of kci on mtgo, and I think with it potentially getting banned, surgical is going to be better since it hits pheonix's and can snag a tron land for the cost of nothing. But rest in peace is just a combo with kaya, and I really want to try to make that happen at least once lol.
Here's what my sideboard will look like now.
3 rest in peace
3 stony silence
2 damping sphere
2 kambal, consul of allocation
3 kaya's wrath
I kind of want anguished unmaking over fragmentize because it's an out to planeswalkers, but fragmentize is better against burn, and it's cheaper. It could also be disenchant, so it would hit hollow ones. So that's a card I'm unsure of.
I'm honestly disappointed with the spoilers, I was expecting a "fixed" vindicate that didn't lava spike us, a good two drop, and a reprint of gerrard's verdict, but we didn't get any of those.
Anyway,
Kaya, Orzhov Usurper
At first glance I was really mad about this card when she got spoiled, but I'm starting to come around.
I look at Kaya as a Scavenging Ooze with a little bit of Vraska, Golgari Queen, and Shrine of Burning Rage.
Like ooze, Kaya keeps graveyards down while gaining life. Her upside here is that she can gain more life than ooze could, she has the potential to eat through a yard quicker, and she doesn't consume mana to use this ability. Obviously ooze is a threat in addition to it's ability, but so is Kaya with her ultimate. However just like ooze, she's probably not completely shutting down a graveyard strategy like dredge. Not being able to eat a yard at instant speed is also a ding against her.
Her -1 actually hits something in most decks.
Death's Shadow, Mox opal, vial, hierarch, champions, swiftspear, guide, amulet, around 30% of the hardened scales deck, flameblade adept, chalice of the void, and mausoleum wanderer are the biggest hits I can think of, but there are others. While she doesn't hit every deck with her -1, those are the ones that are affected by the +1.
Her ultimate isn't particularly game-winning on it's own, but we do run paths and rest in peace, so it's more than achievable.
So incremental life-gain and grave-hate, the possibility of exiling something, and a fireball all in one package. I think it's possible she's good, and it's worth testing her.
Basilica Bell-Haunt
I already posted about this card, so I won't go into length about it.
It survives bolt, beats all of the threats out of the humans/spirits decks, gains us life (3 life is almost worth a card in modern, and it is worth a card in some matchups), and forcing discard means this is almost always a 2-1 at minimum, it's a 3-1 in alot of matchups.
I will be testing 3 of this card.
Another side-note about this card is that it does provide 4 devotion to Athreos, God of Passage, probably not a big deal, but this guy and any permanent with one blip turns it on.
Kaya's Wrath
I think this is better than Damnation for our deck, since we will have creatures on our board most of the time we wrath, recouping the life lost to bitterblossom and bob seems worth the color requirement.
I will be testing 2 in the sideboard.
Angel of Grace
5 mana is alot and that might price this out of the deck.
I have always wanted an extra sideboard slot for Angel's Grace in the board, just as a way to go "Surprise! Your combo does nothing!" to combo decks after they go all-in, then laugh maniacally as they start crying.
Seriously though, this can stop lightning storm, grapeshot, valakut triggers (off of a scapeshift, titan will still kill you unfortunately), I think ther's probably a spot in the kci loop for you to drop her but I'm not sure.
The main purpose for her though is that she can ambush pheonix's, humans, spirits, hollow ones, and many other threats, and eat them. She also at least trades with most threats. Having flash lets us mess up a control player's sequencing, although it is awkward with liliana in our deck. While 6 mana is alot, gaining 10 means gg for burn.
She's probably not good enough, but there's potential for her.
Font of Agonies
I'm not sure we pay enough life for this to work, if only bob and bitterblossom were payments instead of losing life, this would be sick.
So here's where I'm starting:
4 concealed courtyard
4 field of ruin
4 shambling vent
4 marsh flats
2 godless shrine
2 plains
4 swamp
Creatures: 7
4 dark confidant
3 basilica bell-haunt
3 Bitterblossom
Planeswalkers: 7
4 Liliana of the veil
3 Kaya, Orzhov Usurper
Spells: 19
4 fatal push
4 path to exile
4 inquisition of kozilek
3 thoughtseize
4 lingering souls
1 fragmentize
3 stony silence
3 rest in peace
2 damping sphere
2 collective brutality
2 kambal, consul of allocation
2 kaya's wrath
I'm looking for input, let me know what you guys think.
Honestly BW in general is just lacking to much to be a deck outside of the hatebears version.
We really need a good two drop threat, I personally think they're going to unban stoneforge mystic in the next b&r announcement. If that's the case then we might be able to make this a good deck again.
Another card that might be intresting in a jund-esque version of this deck would be the newly spoiled Basilica Bell-Haunt.
One of the biggest issues with the midrange version that I've had is the lack of a well-rounded 4 drop. The contenders seem to be both sorins and Gideon. The issue with solemn visitor is that while he is amazing with a board full of creatures, he just makes a 2/2 and gets bolted or attacked down (because a 2/2 isn't holding off anything really). The issue with lord of innistrad is that he just isn't fast enough without a board full of creatures, his emblem is really good though, and he pluses to make a guy, that's why I think he's currently our best 4 drop, but, like solemn visitor, he doesn't do much if you are behind, and his tokens don't fly which makes it hard to protect him. Gideon makes 2/2's which don't line up well with most decks, and he doesn't gain life. He's great against midrange and control, but not good against anything else really.
Bell-Haunt's body is relevant because it walls off humans and doesn't die to bolt. Gaining life is super important in our deck because of bob and bitterblossom (I think bitterblossom is way too good for this deck to not run it honestly), and this buffs our life in a bolt-heavy meta. The discard is also important in our grindier games. I will at least test this as a 3-of if we solve the 2 drop problem.
The vehicles I'm using in particular are Smuggler's Copter and Aethersphere Harvester.
Smuggler's copter is perfectly sized to beat all of the threats coming out of humans and spirits, it also digs us closer to our hate-pieces, as well as allowing us to play a threat on turn 2 in the face of a lightning bolt or some other removal from the various midrange/control/phoenix decks running around.
Aetherphere Harvester is almost unbeatable against humans, spirits, and phoenix. 5 toughness might as well be infinite, that and the lifegain makes it very unprofitable to attack into, and lets us swing the race much more quickly than a sorin would.
Both Vehicles also have the added benefit of dodging sorcery speed reflector mage, jace minus, ugin minus, sorcery speed wraths, and any targeted removal provided to check that the coast is clear before crewing. They are extremely versatile cards that are very difficult to interact with.
The one downside.... and it's a big one, I won't lie..... is that you can't play stony silence. However, damping sphere and kambal shut down ironworks anyway (aside from explosives ruining our day),and obviously sphere is better against tron than stony is, so ironworks and tron aren't huge issues. The worst part about not playing stony is that hardened scales is super hard to beat without it. We still have RIP and you can play disenchants and such, but walking ballista is a rediculous card, and you can't just play pithing needle on ballista, because the rest of the deck will get you. I feel like there's a good solution to the match that I just haven't found yet though. The vehicles increase our percentage against so many decks though, that I thinks it's ok if we lose to this one some-what fringe deck.
Anyway, lets get to some decklists.
Here's where I am for Orzhov vehicles:
4 Mutavault
4 marsh flats
4 concealed courtyard
2 horizon canopy
1 vault of the archangel
2 urborg, tomb of yawgmoth
1 shambling vent
2 godless shrine
2 swamp
2 plains
4 Toolcraft Exemplar
4 Thraben Inspector
4 dark Confidant
4 Tidehollow Sculler
Spells: 12
4 Inquisition of Kozilek
3 Fatal Push
3 Path to Exile
2 Lingering Souls
Artifacts:
4 Smuggler's Copter
4 Aethersphere Harvester
2 Fagmentize
4 Rest In Peace
4 Damping Sphere
3 Zealous Persecution
2 Kamabal, Consul of Allocation
Toolcraft allows this deck to close much more quickly. It trades with every threat out of humans and spirits aside from thalia, and even against thalia, if we have 3 artifacts (deck has 16 sources) it can trade. I haven't had too many issues turning it on, but sometimes it does fail, I won't lie. It is a very fast clock most of the time though. It's almost literally a wild nacatl.
Inspector is more artifacts for toolcraft. But what it's really here for is as a one drop that does something. Lingering souls is really slow right now, and it can be clunky. It's almost always just chumping against humans and spirits, and, lets be honest, it's too slow for the combo decks. Inspector is a turn 1 play and it lets us double spell turn 3 as well as letting us get a 2-1 when we need to grind. He's one of the best crewers.
Sculler is also an amazing crewer, since it check that the coast is clear before lift off, also helps that it's a artifact for toolcraft.
Mutavault is also huge for this deck, it's super easy to activate, dodges the same stuff that the vehicles do and it crews them for just 2 mana, mutavault is possibly the best manland in the format, and it's even better here.
Now onto my main baby, Abzan Vehicles:
4 concealed courtyard
3 horizon canopy
4 marsh flats
3 verdant catacombs
1 stirring wildwood
1 shambling vent
1 urborg, tomb of yawgmoth
1 gavony township
1 godless shrine
1 temple garden
1 overgrown tomb
1 plains
1 swamp
1 forest
4 Thraben Inspector
4 Dark confidant
4 kitesail freebooter
4 emmara, soul of the accord
Spells: 12
4 inquisition of kozilek
3 fatal push
3 path to exile
2 assassin's trophy
Arifacts: 8
4 Smuggler's Copter
4 Aethersphere Harvester
4 rest in peace
4 damping sphere
2 gaddock teeg
3 zealous persecution
2 kambal, consul of allocation
So green gives us a lot of upgrades.
First off, Emmara is REDICULOUS with vehicles, attack in the sky and hold off the ground with a lifelinking army. I started with 2 and when to 4 pretty fast, you can loot away uneeded copies with copter as well.
Assassin's trophy is just really flexible, I like having at least one catchall in my decks.
Gavony township is stupid good at leveling up our dorks (and the emmara army) it just wins games on it's own.
Stirring wildwood acts sort of like harvester in that it's really hard to spirits, humans, and phoenix decks to break-through.
You also get teeg in the board, and potentially knight of autumn as well.
Green adds alot of firepower, but it's with a more painful manabase. I'm also not sure if 4 mutavault is correct here either since you can't cast emmara with 1 land and a mutavault. But emmara is really a turn 3+ play anyway, so I think it's probably ok.
Let me know what you guys think, both of these decks have been doing really well for me.