Standard - Azorius Vehicle Ramp

31 22
13 26 0 21
Midrange Jank

Okay this deck is just....really fun and nonsensical to play. The main keys of the deck are to ramp // ensure you're hitting your land drops with cards like The Omenkeelimage, Birth of Meletis, and Colossal Plowimage. This allows you to set up for your game finishers a bit earlier than you might expect in Azorius. You might even be able to mess around with the top end, I just built this quick after being inspired by Kaldheim limited.

 

Opening Hand: I don't usually include this, but you must have early plays, or the deck will not function [true for most decks, sure, but especially when jankin' out]. This is definitely not a "hope to draw a land / hope to draw a " nope. You need to have the early plays for this to work. An Animating Faerieimage with a vehicle can be one of the most brutal plays because people generally don't expect it (turn 2 vehicle, turn 3 animate it).

Early Game: Generally, you'll want to set up more than anything else. On turn 2, you are ideally a) getting a vehicle down or b) beginning your saga. Of course, if you have to, throw down the Ox as not many early game non-flyers can get through it. In some cases, it might be beneficial to hold up Omen of the Seaimage, to make sure you're hitting your lands // cards that get you lands. This is an Azorius deck that really doesn't want to miss drops, as it's trying to ramp out. Foretell is also a great early set-up, as we'll be ideally bringing out Alrund's Epiphanyimage early. 

Mid Game: Something to note is that there are no 4 mana spells in the deck. This is purposeful. On turn 4, you should be playing 2x 2 drops/foretelling, or start swinging in for damage. Omenkeel may find you tapped lands, so be sure to swing first when possible to see all your options. Additionally, if you had the Plow down earlier, you'll find you're already able to cast ECD // Emeria's Callimage. You may be casting the foretold Alrund's epiphany as early as turn 4 (more realistically 5 or 6) as well. What's great about these land finding pieces is, when you cast your foretold Alrund's (for 6), you can then hit 7 and cast the (hopefully) second copy of Alrund's you have, or any other big finisher.

Late Game: At this point, you've gained enough life or out-valued your opponent, so you just need to keep chugging along if the game goes beyond turn 7. You have solid removal with the white enchantments, so just be sure to knock out problem pieces / engines, your engine is strong enough to keep sustaining!

*I'll evaluate strengths, weaknesses, and sideboarding at another point and be sure to write them in as I usually do*

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Last Updated: 22 Mar 2021
Created: 22 Mar 2021
411 145 0

Mainboard - 60 cards (18 distinct)

Creature (13)
$0.49€0.300.02
$0.18€0.070.03
$0.630.02
$0.200.03
Instant, Sorcery, Enchantment, Artifact (26)
$0.20€0.120.03
$3.001.51
$0.74€0.600.02
$0.65€0.390.02
$0.25€0.190.03
$3.75€4.130.09
$0.20€0.080.03
$0.20€0.090.03
Land (21)
$0.60€0.630.02
$0.45€0.520.02
$3.75€2.731.00
$2.35€1.280.49
$0.30€0.190.02
$5.492.01

Sideboard - 15 cards (6 distinct)

$15.65€18.873.19
$1.20€1.110.02
$0.42€0.470.18
$0.20€0.140.03
$19.25€20.590.03

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