How to Deal with Mardu Vehicles


Pro Tour Aether Revolt is on the books, and the deck that dominated the Standard portion of the event was Mardu Vehicles Aggro. Even with the loss of the Smugglers Copter, the replacement card Heart of Kiran proved to be a better choice, with a 4/4 flying vigilant body over card advantage. Mardu did not faced any problem crewing the vehicle as more of its creatures have three power such as Veteran Motorist, Depala and Scraphead Scrounger. The deck is also equipped with efficient spot removals like Unlicensed Disintegration and two new cards from Aether Revolt, Fatal Push and Shock, both efficient in killing opponents’ relevant creatures.

Overall, the power level of the deck is beyond that of regular aggro and with a Pro Tour Champion finish, we will expect a high number of these in the metagame this week. The next question is: how do we deal or stop the aggressiveness of Mardu Vehicle? Here are the ways (as I have referenced from previous experiences of the deck matchup prior to the recent Standard banning):

1. Play Cheap Mass Removal – Specific cards like Radiant Flames and Flaying Tendrils are low-cast cost ways to deal with the early aggro curve of the deck. The flames deals three damage for three mana, given that you cast it with three different colors whereas the tendrils let you exile the scrounger and destroy their shenanigans on it. I remembered last time that a spot removal on the copter followed by a Flaying Tendrils is almost a game over for them.

2. Artifact Removals – Note that they rely on Vehicles to deal large amount of damage (Heart of Kiran, Cultivators Caravan) and so your ideal move is to destroy them as they crew that particular vehicle. Also, the new AER card Release the Gremlins made a name in the last Pro Tour as it was the winning move to turn the game to the champion’s favor. Sky Sovereign and another artifact destroyed and replaced by two 2/2 Gremlins under your control is truly a magnificent play.

3. Use Creatures with Board Advantage – Two words, Ishkanah, Grafwidow. Black Green Delirium once again provides a way to maximize mother Spider on your fifth turn. Noxious Gearhulk is another example.

So far these three points are your solutions in fighting the matchup with Mardu Vehicles. It might look obvious that we are gearing to the return of BG Delirium Control in the metagame as the deck to keep Mardu in check. Even without the presence of Emrakul, I think the deck is still viable to play. I am also thinking of splashing Red for access to Release the Gremlins. I might be brewing a list this week before Friday. We shall see how it goes.

That is a wrap for this post and expect your next FNM to be a car show. Until next time.