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PostPosted: Wed Oct 12, 2016 10:44 am 
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6 sweeps that don't hit vehicles. I wondering how deep you have to go on artifacts to make incendiary sabotage playable. I Mean, the deck already runs 3 familiars without providing synergy for them. Harnessed lightning and aether hub help with double Red.

You would need 4 vials 3 familiars, and probably 2/3 More early artifacts to make sabotage a good sweeper. Scrapheap scroungrer Cant block, but it doesnt mind dying either...

Just food for thought :)


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PostPosted: Fri Mar 03, 2017 6:22 pm 
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PostPosted: Sat Mar 04, 2017 6:01 am 
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MerdaPura wrote:


-Definitely cut the maps. Maps are pretty much lands, and 27 lands in a Vehicles deck means you will get flooded; also your manabase does not accomodate well for the maps (too few basics, too few lands coming into play untapped).

-Even if you're planning to go late at times, I highly doubt Ob Nixilis is worth the double-black splash by his lonesome. You should be better off using a different top-end card here (Archangel Avacyn seems like the most natural fit, but Chandra, Torch of Defiance, Pia and Kieran Nalaar or even Fleetwheel Cruiser all seem fine).

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PostPosted: Sat Mar 18, 2017 12:01 pm 
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So, after failing to build a proper Vehicle deck in the Xbox tournament, this is what I have come to. I find that because of inconsistent 1-drops and taplands in Duels, we need to look at midrange options instead of aggro options. 25 lands is what I found to be most efficient as this enables us to actually drop our threats. I also tried to copy the standard deck as much as possible taking rarity restrictions into account. One last change I've made was swapping out Declaration in Stone for Walking Ballista.

2 x Walking Ballista
3 x Inventor's Apprentice
2 x Toolcraft Exemplar
2 x Scrapheap Scrounger
2 x Selfless Spirit
3 x Veteran Motorist
2 x Depala, Pilot Exemplar
2 x Thalia, Heretic Cathar
1 x Gisela, the Broken Blade
2 x Pia and Kiran Nalaar
1 x Archangel Avacyn

1 x Gideon, Ally of Zendikar

3 x Fatal Push
3 x Unlicensed Disintegration

1 x Heart of Kiran
2 x Smuggler's Copter
2 x Aethersphere Harvester
1 x Skysovereign, Consul Flagship


Lands should be...
7 Plains 5 Mountain 2 Swamp OR 2 Shambling Vent 2 Needle Spires 5 Mountain 5 Plains
All other rare dual lands in colors.
3 Aether Hub


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PostPosted: Mon Mar 20, 2017 7:19 am 
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I generally agree to go a tad more mid-range-y in Mardu; Avacyn and Skysovereign seem good choices for the current meta. There are some card choices I don't agree on with you though.

Cultivator's Caravan is mandatory manafixing IMO. Not having the enemy fastlands makes the Black splash quite difficult, especially since we need a good amount of White and Red for Motorist, Gideon, Avacyn and whatever double-red card we want to run (if any; I've been running Chandra but could see her getting the axe).
On the contrary, I've been very unimpressed with Aethersphere Harvester lately. Crewing it with one of the deck's many 3-power creatures just feels wasteful, and it doesn't have any utility if it is not crewed.

In a similar vein, I still run Shock as I think Fatal Push is too demanding on the mana. I guess that point is debatable though; since Push has more applications and you can build the deck without the need for double-red; which would free up some slots for black mana.

I have found that I dislike Gisela in this shell; she doesn't crew Vehicles well and dies to too many cheap removal spells. Avacyn can die as well, but she at least gives some protection before that.
Pia and Kieran are not bad, but I prefer Pia on account of being the more efficient card as well as being easier on the mana.

Finally, I think 25 lands is too many for Vehicles, as flooding out is your worst enemy. I'm on 23 lands (plus 2 Caravans), I could see going up to 24, anything higher seems excessive considering your curve tops out at 5 and you have very few manasinks.
As for manlands I like Spires, but dislike Vent. Spires fix your main colours and give you a good attacker lategame. Vent is very tough to activate on the splash, a worse attacker since you don't care about the lifegain as much, you don't want too many taplands since you want to curve out and you can get the Black splash done without it (unless you're adamant on running Push, in which case it's a necessary evil, though you're still not going to cast Push early reliably).

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PostPosted: Tue Mar 21, 2017 1:01 pm 
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Double-post, but for those of you who are interested in the discussion on how to shift Mardu Vehicles into a more mid-range-y deck, I have written a bit about my thoughts over in my deckbuilder Archive (Link in the sig, first post on page 6).

TL:DR is that I'm going up to 24 lands and intensify the Black splash in exchange for the cards that need a higher Red commitment (Shock, Inventor's Apprentice, Chandra).

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