I think this is actually very good. This has game against most decks, being a 3/4 means it bricks most creatures that would be played up to that point, gaining 3 lets you catch up and forcing a discard means it's almost always a 2-1.
Even in modern this could be great. Orzhov midrange is really close to being a thing (really just missing another good 2 drop threat and a vindicate-esque card, no anguished unmaking doesn't count). This brick walls all of humans' threats outside of large champions and mantis rider, lifegain is super important in modern, and the discard is perfect in a deck that wants to 2-1 as much as possible. If it drained 3 or even 2 it would be a slam dunk, but I think it's solid as a 3-of for that deck, we just need the other pieces.
I think you guys are underrating this card, it's great for breaking serve.
I was sooo hyped for this card, I cant believe she's this awful. If the -1 was -x and could hit a nonland permanent x or less, then she'd be great. But as is, she's pure garbage.
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.
Omg this is going to be a pain in the butt for standard... Might see play in modern, but 3 cmc counters are in a weird place there, it certainly wouldn't be a 4-of, but maybe a 2-of.
Even in modern this could be great. Orzhov midrange is really close to being a thing (really just missing another good 2 drop threat and a vindicate-esque card, no anguished unmaking doesn't count). This brick walls all of humans' threats outside of large champions and mantis rider, lifegain is super important in modern, and the discard is perfect in a deck that wants to 2-1 as much as possible. If it drained 3 or even 2 it would be a slam dunk, but I think it's solid as a 3-of for that deck, we just need the other pieces.
I think you guys are underrating this card, it's great for breaking serve.
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.
Does the kaya art behind the elf mean that kaya is in the set? If so, I'm super hyped.