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Transformers (Vehicle Aggro) (Modern) [Revision 20]

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Vehicle Aggro

>Gameplan

This decks wants to play the efficient vehicle creatures and to avoid the expensive crewing costs as well as possible. This way we are able to win on very early turns, as we are able to get 7/11s out as early as on T2.
Here’s the dream curve for this deck:
T1: Land, Consulate Dreadnought
T2: Land, Armed and Armored, Swing for 7
T3: Land, Siege Modification, swing for 10
T4: WIN

Vehicles

We play a lot of vehicles in comparison to our crew-spells. But we want to be able to spam a lot of vehicles to then overrun the opponent with a Start Your Engines. But with Siege Modification we can go for a more beatdown-type playstyle, too. We play mostly low-costed vehicles, so we can curve out nicely. We play Consulate Dreadnought. It's an absolute powerhouse in here, getting us a LOT of power in the early turns. Our other vehicle-bomb is Colossal Plow. I call it the Mini-Uro in this deck. It's so flexible, it really is good no matter when we attack with it. It ramps us heavily in the early game and gains us a lot of life over the course of the game, which is good against other creature-based decks and burn. The infamous Smuggler's Copter digs for stuff we need. Peacewalker Colossus doesn't really is an attacker in this deck. I mainly run it as it's able to cheat on crew-costs as well, but we can use it as an attacker, too.

Fast Crew

We have a total of 16 cards that can cheat on crew-costs. The worst of them is Peacewalker Colossus, but it's nice, as it serves well as an attacker, too. We have Armed and Armored for the most aggressive of them. It's often a part of our curve, getting in the early damage. It's also quite good in the late-game, when we are able to crew 3-4 vehicles just for 2 mana. Siege Modification is the most late-game viable card of them, as it buffs our beaters and turns them into vehicles permanently for the cost of just 3 mana. Start Your Engines is the most overrun-type effect we have in this deck. It buffs our vehicles and, too, turns all of our vehicles into creatures, much like Armed and Armored. It definetily is worse than Armed and Armored, as I don't feel like +2/+0 on all my creatures is worth 2 additional turns to cast it.

Control

To control the game, we play Path to Exile. It removes the enemy's threats and clears the path for our beaters. For more control we run Thrill of Possibility, digging for fuel and the cards we need.

Lands

For a boros budget mana base we play Battlefield Forge and Clifftop Retreat in addition to basics. We have a total of 24 lands in our deck. It seems like a bit many lands, but I have a deckbuilding dilemma: When I include more cards, that are actually good, the average converted mana cost will go up, and then I end up with too few lands. So I decided for playing 24 lands, as flooding out can be prevented by Cathartic Reunion and Smuggler's Copter and I would rather draw a bit more lands than I really need, than drawing way too few.

>Sideboard

For some general sideboarding-options, we run Abrade for artifact hate. Emerge Unscathed is also in there. We play it to protect our vehicles, as we often have one main beater on the battlefield, and it really hurts when it's removed. It's also nice to give this beater protection from the color of the opponent's blockers, to get even more damage in. It's rebound-ability turns our 3 copies of Emerge Unscathed basically into 6 copies. It's nice to sideboard this in against removal-heavy decks.

Tron:

Against tron we run a playset of Ghost Quarter.

Dredge:

Against dredge we have Grafdigger’s Cage in our sideboard.

Burn:

We will not sideboard against burn. I wouldn’t know what to take out and we can just aggro them out or gain life with Colossal Plow.

Mill:

Against mil no sideboarding is needed, too, because we will just kill them before they mill us.

>Budget

This deck is pretty budget, only costing 40€ on cardmarket.

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Sideboard

This deck appears to be legal in Modern.

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