The owner of this deck hasn't added a sideboard, they probably should...
Start typing a card name and use the auto-complete feature to quickly select the card you're trying to add. Enter a quantity and add that card to your sideboard!
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.
This deck has been viewed 489 times.
Land #3 seems to be pretty important, possibly try running 23 or 24 lands to have a high consistency rate of hitting that 3rd land drop.I also think some removal spells could do very well in place of Built to Last, Built to Smash, and Swift Justice, so that you don't need to have a creature of your own to target, or have more Fairgrounds Warden.There appears to be a great synergy between most of your creatures and vehicles except for Crew 5 and Crew 1. You end up putting more than 1 power into Crew 1 in most scenarios and need to use at least 2-3 creatures to turn on Crew 5 and having your Crew 5 creature out doesn't consistently come out on turns 5-7. Sits in the hand a lot and then have to use most of our creatures to Crew. More Crew 2 or 3 would synergize very well with the decks' current creatures like Renegade Freighter w/Speedway Fanatic.
Permalink