Scooters "Catch a Ride"

by DarthNinja501st on 08 March 2017

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (2)


Instants (5)


Artifacts (1)


Enchantments (3)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Dwarfs and Vehicles

How to Play

All the vehicles can be crewed by 3 power except the Dreadnought. all of the characters are dwarves so they all get +1/+1 from depala and all vehicles as well. this deck plays very well at FNM.

Deck Tags

  • Standard
  • Vehicle
  • Dwarf
  • Red White

Deck at a Glance

Social Stats

7
Likes

This deck has been viewed 1,191 times.

Mana Curve

Mana Symbol Occurrence

2100200

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Scooters "Catch a Ride"

Scooters "Catch a Ride"

0
Posted 08 March 2017 at 23:02

Permalink

let me know what you all think or have any advice to make it better

0
Posted 08 March 2017 at 23:04

Permalink

Ayy, that's a good reference ya got there.

0
Posted 09 March 2017 at 03:48

Permalink

Thanks lol who doesnt love boarderlands

0
Posted 09 March 2017 at 16:39

Permalink

You could go mardu for a splash of fatal push or other removal but as is I would add some shocks to help clear the board earlier on. Some of the cards such as start your engines and siege modification aren't helpful if you're losing, they only help you win more, so maybe replace those. The gideon is a nice idea that gives an aggro deck more late game but is probably more meta related than anything. Maybe start it in the sideboard.

0
Posted 09 March 2017 at 06:41

Permalink

those are good ideas, i have shock in my side boards, and the Siege Mods use to be pretty prominent in my deck when i didnt run any creatures and just the modifications and start your engines... so add shock, take away a few siege mods, what else would you do... i am thinking on removing renegade wheelsmith, he is my least favorite... i only have him in because he is a cheap 3 attack that can grew any vehicles... i have the siege mods specificly for the Dreadoughts... and it kicks ass when it works. any advice is welcome, but so far i am very happy with this style of playing

this is my first deck i have built, i am only about 2 weeks into MTG

0
Posted 09 March 2017 at 16:44

Permalink

the deck is a pretty fast paced deck, i usually take the agro side of a match. as for adding black, i have thought about it, but so far im liking the R/W combo

0
Posted 09 March 2017 at 16:46

Permalink

keeping it RW is fine because it adds consistency, and I would think about altogether removing the dreadnought's, and replacing them with a more aggro vehicle or go up to 4 of your others. Then you could cut down on the start your engines or siege modifications. Inventor's apprentice seem's a good shout, maybe bomat courier too. So overall I would say -3 dreadnought -4 siege modifications -2 start your engines +1 aethersphere harvester +1 fleetwheel cruiser +4 shock +3 bomat courier.

0
Posted 10 March 2017 at 02:20

Permalink

Oh also you could remove the 3 renegade wheelsmith and add another bomat courier and then 2 daredevil dragsters.

0
Posted 10 March 2017 at 02:43

Permalink

This is a good deck for only being a few weeks inot MTG, good job man.

0
Posted 10 March 2017 at 03:04

Permalink