79 views27 days ago
Commander
Size: 100Salt sum: 39.81
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Chyrys

79 views27 days ago
Commander
Size: 100Salt sum: 39.81

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{"ops":[{"insert":"Overview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Shorikai: Mech Fleet"},{"insert":" is an Azorius Vehicle midrange deck built to make the battlefield feel like a hangar slowly coming online.\n\nShorikai is primarily the deck's "},{"attributes":{"bold":true},"insert":"command center"},{"insert":", not its main attacker. For only {1}, it draws two cards, discards one, and creates a Pilot token. Those Pilots provide efficient crew while Shorikai keeps the hand stocked and helps filter away cards that are not currently useful.\n\nThe deck's primary win condition is "},{"attributes":{"bold":true},"insert":"combat damage"},{"insert":". It does not rely on infinite combos or assembling one specific two-card interaction. Instead, it develops a collection of Vehicles, artifact support pieces, and replaceable crew before choosing the right moment to deploy the fleet.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Power Level"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck is designed for "},{"attributes":{"bold":true},"insert":"high Bracket 3, 3-player pod."},{"insert":"\n\nIt uses strong cards, efficient interaction, a well-supported mana base, and multiple synergistic engines, but deliberately avoids the usual Shorikai infinite-combo shell, tutor chains, and fast-mana escalation.\n\nThe intended play pattern is:\n"},{"attributes":{"bold":true},"insert":"Build the hangar → generate crew → protect the fleet → choose the right machines → launch everything when the table gives you an opening."},{"insert":"\n\nMulligans"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A good opening hand usually contains:\n2–3 lands;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"at least one early mana rock or cost reducer;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"something useful to deploy before or shortly after Shorikai;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"preferably at least one blue source and one white source."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nAvoid keeping hands filled with expensive capital ships and no acceleration.\nBecause Shorikai provides repeatable card selection once it enters, the opening hand does not need to contain every part of the game plan. The main priority is simply reaching the point where Shorikai can start operating.\n\nEarly Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The first few turns are about establishing mana and putting useful machinery into the hangar.\nCheap mana rocks such as "},{"attributes":{"bold":true},"insert":"Sol Ring"},{"insert":", "},{"attributes":{"bold":true},"insert":"Arcane Signet"},{"insert":", "},{"attributes":{"bold":true},"insert":"Azorius Signet"},{"insert":", "},{"attributes":{"bold":true},"insert":"Fellwar Stone"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Talisman of Progress"},{"insert":" help reach Shorikai and the larger Vehicles ahead of curve.\n\nCards such as "},{"attributes":{"bold":true},"insert":"Etherium Sculptor"},{"insert":", "},{"attributes":{"bold":true},"insert":"Foundry Inspector"},{"insert":", "},{"attributes":{"bold":true},"insert":"Shuri, Wakandan Inventor"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Vedalken Engineer"},{"insert":" further reduce the cost of developing the artifact board.\n\nCheap Vehicles do not need to attack immediately. Having one or two sitting dormant is perfectly fine while the deck establishes enough crew to use them efficiently.\n\nShorikai and the Crew"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Shorikai's Pilot tokens are 1/1 creatures, but each crews Vehicles as though its power were 2 greater. This means every Pilot effectively contributes "},{"attributes":{"bold":true},"insert":"3 power toward crew costs"},{"insert":".\n\nPilots are therefore excellent crew, but the deck is deliberately "},{"attributes":{"bold":true},"insert":"not dependent on them"},{"insert":". Almost every support creature can jump into a Vehicle when necessary, while cards such as "},{"attributes":{"bold":true},"insert":"Sai, Master Thopterist"},{"insert":", "},{"attributes":{"bold":true},"insert":"The Prydwen, Steel Flagship"},{"insert":", "},{"attributes":{"bold":true},"insert":"Prodigy's Prototype"},{"insert":", "},{"attributes":{"bold":true},"insert":"Great Gilded Boat"},{"insert":", "},{"attributes":{"bold":true},"insert":"Simulacrum Synthesizer"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Thopter Spy Network"},{"insert":" provide additional bodies.\n\nSeveral cards make crewing even easier:\n"},{"attributes":{"bold":true},"insert":"Kotori, Pilot Prodigy"},{"insert":" gives every Vehicle crew 2."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Mobilizer Mech"},{"insert":" can animate an additional Vehicle when it is crewed."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Peacewalker Colossus"},{"insert":" can turn Vehicles into creatures without paying their normal crew costs."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Captain America, Living Legend"},{"insert":" can untap creatures after they are first tapped during your turn, allowing a crew member to potentially operate more than one machine or remain available for defense."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nShorikai itself should not be crewed automatically. Its 8/8 body is a useful weapon, but the card-draw ability is usually more important. Only turn Shorikai into a creature when attacking, blocking, or applying commander damage is actually worthwhile.\n\nMidgame"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck wants to transition from a collection of harmless-looking artifacts into a board where several Vehicles can become creatures on demand.\n\nCards such as "},{"attributes":{"bold":true},"insert":"Skysovereign, Consul Flagship"},{"insert":", "},{"attributes":{"bold":true},"insert":"Surgehacker Mech"},{"insert":", "},{"attributes":{"bold":true},"insert":"Vibranium Mining Mech"},{"insert":", "},{"attributes":{"bold":true},"insert":"Salvation Engine"},{"insert":", and "},{"attributes":{"bold":true},"insert":"The Prydwen"},{"insert":" provide value in addition to simply being large attackers.\n\nThe goal is not to crew every Vehicle every turn. Instead, decide which machine gives the best return for the creatures being tapped.\nSometimes that means attacking with one Vehicle while leaving several others dormant. Sometimes it means keeping the whole fleet parked, activating Shorikai, and holding interaction.\n\nDormant Vehicles are much harder to remove with ordinary creature removal, so patience is often rewarded.\n\nClosing the Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Eventually the deck can switch from selective attacks to a full fleet deployment.\n\nMajor finishers include:\n"},{"attributes":{"bold":true},"insert":"Parhelion II"},{"insert":" - produces a huge burst of flying combat power.\n"},{"attributes":{"bold":true},"insert":"Cyberdrive Awakener"},{"insert":" - turns the artifact board into an airborne army.\n"},{"attributes":{"bold":true},"insert":"The Thanos-Copter"},{"insert":" - can animate the fleet and reward Vehicle combat damage with additional cards.\n"},{"attributes":{"bold":true},"insert":"Armed and Armored"},{"insert":" - turns Vehicles into creatures for a surprise combat step.\n"},{"attributes":{"bold":true},"insert":"Akroma's Will"},{"insert":" - provides the keywords necessary to turn a developed board into a lethal attack.\n"},{"attributes":{"bold":true},"insert":"Mechtitan Core"},{"insert":" - offers an alternative giant-mech threat when the board allows it.\n\nThe deck wins through accumulated advantage and combat pressure rather than searching for a single mandatory finisher.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Surviving Board Wipes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"One of the deck's biggest advantages is its unusual resilience against creature sweepers.\n\nIf a "},{"attributes":{"bold":true},"insert":"Supreme Verdict"},{"insert":" or similar effect resolves while the Vehicles are uncrewed, the crew may disappear but the fleet survives. Shorikai itself is also normally a noncreature artifact, so it survives most creature wipes and can immediately begin manufacturing new Pilots.\n\nMass artifact removal is considerably more dangerous.\nThe deck therefore uses cards such as "},{"attributes":{"bold":true},"insert":"Teferi's Protection"},{"insert":", "},{"attributes":{"bold":true},"insert":"Clever Concealment"},{"insert":", "},{"attributes":{"bold":true},"insert":"Faith's Reward"},{"insert":", and several counterspells to protect against effects that would destroy the entire hangar.\nRecursion from "},{"attributes":{"bold":true},"insert":"Emry, Lurker of the Loch"},{"insert":", "},{"attributes":{"bold":true},"insert":"Hanna, Ship's Navigator"},{"insert":", "},{"attributes":{"bold":true},"insert":"Academy Ruins"},{"insert":", "},{"attributes":{"bold":true},"insert":"Buried Ruin"},{"insert":", "},{"attributes":{"bold":true},"insert":"Dance of the Manse"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Salvation Engine"},{"insert":" provides additional rebuilding options.\n\nInteraction"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is not intended to be an Azorius hard-control deck.\n\nCounterspells and removal are primarily there to:\nstop threats that would otherwise win the game;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"prevent mass artifact destruction;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"protect an important fleet deployment;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"remove blockers or engines that prevent the deck from attacking."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The interaction package should help the Vehicle plan succeed rather than replace it.\n"},{"attributes":{"header":2},"insert":"\n\n\n"}]}

Commander

Qty: 1 Price: $5.99
Shorikai, Genesis Engine
,
: Draw two cards, then discard a card. Create a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Crew 8 (Tap any number of creatures you control with total power 8 or more: This Vehicle becomes an artifact creature until end of turn.)
Legendary Artifact - Vehicle
Shorikai, Genesis Engine (nec) 4

Commander

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Anthem

Qty: 1 Price: $0.99
Kotori, Pilot Prodigy
Vehicles you control have crew 2.
At the beginning of combat on your turn, target artifact creature you control gains lifelink and vigilance until end of turn.
Legendary Creature - Pilot Moonfolk
Kotori, Pilot Prodigy (nec) 2

Anthem

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Artifact

Qty: 4 Price: $3.26
Great Gilded Boat
Whenever you attack, recruit. (Draw a card, then discard a card. If you discarded a nonland card, create a 1/1 white Human Soldier creature token.)
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle
Great Gilded Boat (hob) 42
S.H.I.E.L.D. Flying Car
Flash
Flying
When this Vehicle enters, exile up to one target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Crew 1
Artifact - Vehicle
S.H.I.E.L.D. Flying Car (msh) 74
The Thanos-Copter
Flying, haste
When The Thanos-Copter enters, Vehicles you control become artifact creatures until end of turn.
Whenever a Vehicle you control deals combat damage to a player, draw a card.
Crew 2
Legendary Artifact - Vehicle
The Thanos-Copter (msc) 753
Vibranium Mining Mech
Trample
Whenever this Vehicle enters or attacks, create a tapped Vibranium token. (It's an artifact with indestructible and "
: Add
. This mana can't be spent to cast a nonartifact spell.")
: This Vehicle gets +1/+0 until end of turn.
Crew 2
Artifact - Vehicle
Vibranium Mining Mech (msc) 117

Artifact

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Clones

Qty: 1 Price: $3.49
Phyrexian Metamorph
(
can be paid with either
or 2 life.)
You may have this creature enter as a copy of any artifact or creature on the battlefield, except it's an artifact in addition to its other types.
Creature Artifact - Shapeshifter Phyrexian
Phyrexian Metamorph (eoc) 75

Clones

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Copy

Qty: 2 Price: $9.28
Imposter Mech
You may have this Vehicle enter as a copy of a creature an opponent controls, except it's a Vehicle artifact with crew 3 and it loses all other card types.
Crew 3
Artifact - Vehicle
Imposter Mech (nec) 13
Mendicant Core, Guidelight
Mendicant Core's power is equal to the number of artifacts you control.
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
Max speed — Whenever you cast an artifact spell, you may pay
. If you do, copy it. (The copy becomes a token.)
Legendary Creature Artifact - Robot
Mendicant Core, Guidelight (dft) 213

Copy

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Creature

Qty: 2 Price: $2.34
Captain America, Living Legend
Vigilance
Whenever a creature you control becomes tapped during your turn, if it's the first time that creature has become tapped this turn, untap it.
Legendary Creature - Human Soldier Hero
Captain America, Living Legend (msh) 210
Shuri, Wakandan Inventor
Artifact spells you cast cost
less to cast.
,
: Target artifact you control becomes a copy of a second target artifact you control until end of turn, except it isn't legendary. Activate only as a sorcery.
Legendary Creature - Human Artificer Hero
Shuri, Wakandan Inventor (msh) 75

Creature

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Draw

Qty: 7 Price: $23.93
Losheel, Clockwork Scholar
Prevent all combat damage that would be dealt to attacking artifact creatures you control.
Whenever one or more artifact creatures you control enter, draw a card. This ability triggers only once each turn.
Legendary Creature - Artificer Elephant
Losheel, Clockwork Scholar (cmm) 38
Skullclamp
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
Artifact - Equipment
Skullclamp (msc) 210
Smuggler's Copter
Flying
Whenever this Vehicle attacks or blocks, you may draw a card. If you do, discard a card.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle
Smuggler's Copter (nec) 160
Sram, Senior Edificer
Whenever you cast an Aura, Equipment, or Vehicle spell, draw a card.
Legendary Creature - Advisor Dwarf
Sram, Senior Edificer (soc) 176
Thopter Spy Network
At the beginning of your upkeep, if you control an artifact, create a 1/1 colorless Thopter artifact creature token with flying.
Whenever one or more artifact creatures you control deal combat damage to a player, draw a card.
Enchantment
Thopter Spy Network (drc) 83
Thought Monitor
Affinity for artifacts (This spell costs
less to cast for each artifact you control.)
Flying
When this creature enters, draw two cards.
Creature Artifact - Construct
Thought Monitor (eoc) 79
Thoughtcast
Affinity for artifacts (This spell costs
less to cast for each artifact you control.)
Draw two cards.
Sorcery
Thoughtcast (j25) 374

Draw

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Finisher

Qty: 4 Price: $5.76
Armed and Armored
Vehicles you control become artifact creatures until end of turn. Choose a Dwarf you control. Attach any number of Equipment you control to it.
Instant
Armed and Armored (nec) 80
Cyberdrive Awakener
Flying
Other artifact creatures you control have flying.
When this creature enters, each noncreature artifact you control becomes a 4/4 artifact creature until end of turn.
Creature Artifact - Construct
Cyberdrive Awakener (eoc) 69
Mobilizer Mech
Flying
Whenever this Vehicle becomes crewed, up to one other target Vehicle you control becomes an artifact creature until end of turn.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle
Mobilizer Mech (neo) 65
Peacewalker Colossus
: Another target Vehicle you control becomes an artifact creature until end of turn.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle
Peacewalker Colossus (j22) 96

Finisher

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Land

Qty: 36 Price: $233.75
Academy Ruins
: Add
.
,
: Put target artifact card from your graveyard on top of your library.
Legendary Land
Academy Ruins (drc) 58
Adarkar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Adarkar Wastes (eoc) 147
Buried Ruin
: Add
.
,
, Sacrifice this land: Return target artifact card from your graveyard to your hand.
Land
Buried Ruin (eoc) 150
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 233
Darksteel Citadel
Indestructible
: Add
.
Artifact Land
Darksteel Citadel (brc) 180
Deserted Beach
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Deserted Beach (inr) 276
Eiganjo, Seat of the Empire
: Add
.
Channel —
, Discard this card: It deals 4 damage to target attacking or blocking creature. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Eiganjo, Seat of the Empire (neo) 268
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (msc) 241
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (mh3) 436
Floodfarm Verge
: Add
.
: Add
. Activate only if you control a Plains or an Island.
Land
Floodfarm Verge (dsk) 259
Glacial Fortress
This land enters tapped unless you control a Plains or an Island.
: Add
or
.
Land
Glacial Fortress (msc) 248
Hallowed Fountain
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Island
Hallowed Fountain (trk) 286
Island
(
: Add
.)
Basic Land - Island
Island (trk) 319
Mech Hangar
: Add
.
: Add one mana of any color. Spend this mana only to cast a Pilot or Vehicle spell.
,
: Target Vehicle becomes an artifact creature until end of turn.
Land
Mech Hangar (neo) 270
Meticulous Archive
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Plains Island
Meticulous Archive (mkm) 264
Minamo, School at Water's Edge
: Add
.
,
: Untap target legendary permanent.
Legendary Land
Minamo, School at Water's Edge (plst) CHK-279
Mystic Gate
: Add
.
,
: Add
,
, or
.
Land
Mystic Gate (m3c) 359
Nimbus Maze
: Add
.
: Add
. Activate only if you control an Island.
: Add
. Activate only if you control a Plains.
Land
Nimbus Maze (afc) 252
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 271
Plains
(
: Add
.)
Basic Land - Plains
Plains (trk) 317
Prairie Stream
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Island
Prairie Stream (msc) 257
Reflecting Pool
: Add one mana of any type that a land you control could produce.
Land
Reflecting Pool (clb) 358
Sea of Clouds
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Sea of Clouds (clb) 360
Seachrome Coast
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Seachrome Coast (blc) 328
Spire of Industry
: Add
.
, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
Land
Spire of Industry (eoc) 183

Land

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Protection

Qty: 4 Price: $76.46
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant
Akroma's Will (m3c) 165
Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant
Clever Concealment (msc) 125
Padeem, Consul of Innovation
Artifacts you control have hexproof. (They can't be the targets of spells or abilities your opponents control.)
At the beginning of your upkeep, if you control the artifact with the greatest mana value or tied for the greatest mana value, draw a card.
Legendary Creature - Artificer Vedalken
Padeem, Consul of Innovation (j25) 62
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Instant
Teferi's Protection (2x2) 32

Protection

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Ramp

Qty: 9 Price: $12.97
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (msc) 191
Azorius Signet
,
: Add
.
Artifact
Azorius Signet (tdc) 312
Etherium Sculptor
Artifact spells you cast cost
less to cast.
Creature Artifact - Artificer Vedalken
Etherium Sculptor (eoc) 72
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (msc) 285
Foundry Inspector
Artifact spells you cast cost
less to cast.
Creature Artifact - Construct
Foundry Inspector (cmm) 385
Sol Ring
: Add
.
Artifact
Sol Ring (msc) 211
Talisman of Progress
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Progress (msc) 221
The Regalia
Haste
Whenever The Regalia attacks, reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield tapped and the rest on the bottom of your library in a random order.
Crew 1
Legendary Artifact - Vehicle
The Regalia (fin) 267
Vedalken Engineer
: Add two mana of any one color. Spend this mana only to cast artifact spells or activate abilities of artifacts.
Creature - Artificer Vedalken
Vedalken Engineer (j22) 367

Ramp

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Recursion

Qty: 5 Price: $9.35
Dance of the Manse
Return up to X target artifact and/or non-Aura enchantment cards each with mana value X or less from your graveyard to the battlefield. If X is 6 or more, those permanents are 4/4 creatures in addition to their other types.
Sorcery
Dance of the Manse (nec) 136
Emry, Lurker of the Loch
Affinity for artifacts (This spell costs
less to cast for each artifact you control.)
When Emry enters, mill four cards.
: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
Legendary Creature - Wizard Merfolk
Emry, Lurker of the Loch (eoc) 71
Faith's Reward
Return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn.
Instant
Faith's Reward (cn2) 84
Hanna, Ship's Navigator
,
: Return target artifact or enchantment card from your graveyard to your hand.
Legendary Creature - Human Artificer
Hanna, Ship's Navigator (cmm) 340
Salvation Engine
Other artifact creatures you control get +2/+2.
Whenever this Vehicle attacks, return up to one target artifact card from your graveyard to the battlefield.
Crew 6
Artifact - Vehicle
Salvation Engine (dft) 27

Recursion

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Removal

Qty: 14 Price: $89.36
An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (fic) 267
Counterspell
Counter target spell.
Instant
Counterspell (dsc) 114
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Cyclonic Rift (rvr) 313
Dispatch
Tap target creature.
Metalcraft — If you control three or more artifacts, exile that creature.
Instant
Dispatch (msc) 130
Dovin's Veto
This spell can't be countered.
Counter target noncreature spell.
Instant
Dovin's Veto (war) 193
Flare of Denial
You may sacrifice a nontoken blue creature rather than pay this spell's mana cost.
Counter target spell.
Instant
Flare of Denial (mh3) 400
Generous Gift
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
Instant
Generous Gift (msc) 133
Organic Extinction
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for
.)
Destroy all nonartifact creatures.
Sorcery
Organic Extinction (eoc) 66
Reality Shift
Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)
Instant
Reality Shift (soc) 199
Skysovereign, Consul Flagship
Flying
Whenever Skysovereign enters or attacks, it deals 3 damage to target creature or planeswalker an opponent controls.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Legendary Artifact - Vehicle
Skysovereign, Consul Flagship (nec) 159
Supreme Verdict
This spell can't be countered.
Destroy all creatures.
Sorcery
Supreme Verdict (clu) 211
Surgehacker Mech
Menace
When this Vehicle enters, it deals damage equal to twice the number of Vehicles you control to target creature or planeswalker an opponent controls.
Crew 4
Artifact - Vehicle
Surgehacker Mech (neo) 260
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (msc) 143
Unlicensed Hearse
: Exile up to two target cards from a single graveyard.
Unlicensed Hearse's power and toughness are each equal to the number of cards exiled with it.
Crew 2
Artifact - Vehicle
Unlicensed Hearse (snc) 246

Removal

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Tokens

Qty: 6 Price: $36.50
Mechtitan Core
, Exile this Vehicle and four other artifact creatures and/or Vehicles you control: Create Mechtitan, a legendary 10/10 Construct artifact creature token with flying, vigilance, trample, lifelink, and haste that's all colors. When that token leaves the battlefield, return all cards exiled with this Vehicle except this card to the battlefield tapped under their owners' control.
Crew 2
Artifact - Vehicle
Mechtitan Core (neo) 249
Parhelion II
Flying, first strike, vigilance
Whenever Parhelion II attacks, create two 4/4 white Angel creature tokens with flying and vigilance that are attacking.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Legendary Artifact - Vehicle
Parhelion II (nec) 87
Prodigy's Prototype
Whenever one or more Vehicles you control attack, create a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle
Prodigy's Prototype (neo) 231
Sai, Master Thopterist
Whenever you cast an artifact spell, create a 1/1 colorless Thopter artifact creature token with flying.
, Sacrifice two artifacts: Draw a card.
Legendary Creature - Human Artificer
Sai, Master Thopterist (drc) 82
Simulacrum Synthesizer
When this artifact enters, scry 2.
Whenever another artifact you control with mana value 3 or greater enters, create a 0/0 colorless Construct artifact creature token with "This token gets +1/+1 for each artifact you control."
Artifact
Simulacrum Synthesizer (big) 6
The Prydwen, Steel Flagship
Flying
Whenever another nontoken artifact you control enters, create a 2/2 white Human Knight creature token with "This token gets +2/+2 as long as an artifact entered the battlefield under your control this turn."
Crew 2
Legendary Artifact - Vehicle
The Prydwen, Steel Flagship (pip) 22

Tokens

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Qty: 4 Price: $51.26
Drumbellower
Flying
Untap all creatures you control during each other player's untap step.
Creature - Spirit
Drumbellower (soc) 143
Lita, Mechanical Engineer
Vigilance
At the beginning of your end step, untap each other artifact creature you control.
,
: Create a 5/5 colorless Vehicle artifact token named Zeppelin with flying and crew 3. (It has "Tap any number of creatures you control with total power 3 or more: This token becomes an artifact creature until end of turn.")
Legendary Creature Artifact - Artificer
Lita, Mechanical Engineer (j22) 6
Manifold Key
,
: Untap another target artifact.
,
: Target creature can't be blocked this turn.
Artifact
Manifold Key (clb) 319
Unwinding Clock
Untap all artifacts you control during each other player's untap step.
Artifact
Unwinding Clock (plst) NPH-164

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Deck Info

Deck stats

30 pips - 25 cards
32 mana - 29 cards
33 pips - 30 cards
34 mana - 31 cards
0 pips - 0 cards
0 mana - 9 cards
0 pips - 0 cards
0 mana - 9 cards
0 pips - 0 cards
0 mana - 9 cards
0 pips - 0 cards
12 mana - 11 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"Overview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Shorikai: Mech Fleet"},{"insert":" is an Azorius Vehicle midrange deck built to make the battlefield feel like a hangar slowly coming online.\n\nShorikai is primarily the deck's "},{"attributes":{"bold":true},"insert":"command center"},{"insert":", not its main attacker. For only {1}, it draws two cards, discards one, and creates a Pilot token. Those Pilots provide efficient crew while Shorikai keeps the hand stocked and helps filter away cards that are not currently useful.\n\nThe deck's primary win condition is "},{"attributes":{"bold":true},"insert":"combat damage"},{"insert":". It does not rely on infinite combos or assembling one specific two-card interaction. Instead, it develops a collection of Vehicles, artifact support pieces, and replaceable crew before choosing the right moment to deploy the fleet.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Power Level"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck is designed for "},{"attributes":{"bold":true},"insert":"high Bracket 3, 3-player pod."},{"insert":"\n\nIt uses strong cards, efficient interaction, a well-supported mana base, and multiple synergistic engines, but deliberately avoids the usual Shorikai infinite-combo shell, tutor chains, and fast-mana escalation.\n\nThe intended play pattern is:\n"},{"attributes":{"bold":true},"insert":"Build the hangar → generate crew → protect the fleet → choose the right machines → launch everything when the table gives you an opening."},{"insert":"\n\nMulligans"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A good opening hand usually contains:\n2–3 lands;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"at least one early mana rock or cost reducer;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"something useful to deploy before or shortly after Shorikai;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"preferably at least one blue source and one white source."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nAvoid keeping hands filled with expensive capital ships and no acceleration.\nBecause Shorikai provides repeatable card selection once it enters, the opening hand does not need to contain every part of the game plan. The main priority is simply reaching the point where Shorikai can start operating.\n\nEarly Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The first few turns are about establishing mana and putting useful machinery into the hangar.\nCheap mana rocks such as "},{"attributes":{"bold":true},"insert":"Sol Ring"},{"insert":", "},{"attributes":{"bold":true},"insert":"Arcane Signet"},{"insert":", "},{"attributes":{"bold":true},"insert":"Azorius Signet"},{"insert":", "},{"attributes":{"bold":true},"insert":"Fellwar Stone"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Talisman of Progress"},{"insert":" help reach Shorikai and the larger Vehicles ahead of curve.\n\nCards such as "},{"attributes":{"bold":true},"insert":"Etherium Sculptor"},{"insert":", "},{"attributes":{"bold":true},"insert":"Foundry Inspector"},{"insert":", "},{"attributes":{"bold":true},"insert":"Shuri, Wakandan Inventor"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Vedalken Engineer"},{"insert":" further reduce the cost of developing the artifact board.\n\nCheap Vehicles do not need to attack immediately. Having one or two sitting dormant is perfectly fine while the deck establishes enough crew to use them efficiently.\n\nShorikai and the Crew"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Shorikai's Pilot tokens are 1/1 creatures, but each crews Vehicles as though its power were 2 greater. This means every Pilot effectively contributes "},{"attributes":{"bold":true},"insert":"3 power toward crew costs"},{"insert":".\n\nPilots are therefore excellent crew, but the deck is deliberately "},{"attributes":{"bold":true},"insert":"not dependent on them"},{"insert":". Almost every support creature can jump into a Vehicle when necessary, while cards such as "},{"attributes":{"bold":true},"insert":"Sai, Master Thopterist"},{"insert":", "},{"attributes":{"bold":true},"insert":"The Prydwen, Steel Flagship"},{"insert":", "},{"attributes":{"bold":true},"insert":"Prodigy's Prototype"},{"insert":", "},{"attributes":{"bold":true},"insert":"Great Gilded Boat"},{"insert":", "},{"attributes":{"bold":true},"insert":"Simulacrum Synthesizer"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Thopter Spy Network"},{"insert":" provide additional bodies.\n\nSeveral cards make crewing even easier:\n"},{"attributes":{"bold":true},"insert":"Kotori, Pilot Prodigy"},{"insert":" gives every Vehicle crew 2."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Mobilizer Mech"},{"insert":" can animate an additional Vehicle when it is crewed."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Peacewalker Colossus"},{"insert":" can turn Vehicles into creatures without paying their normal crew costs."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Captain America, Living Legend"},{"insert":" can untap creatures after they are first tapped during your turn, allowing a crew member to potentially operate more than one machine or remain available for defense."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nShorikai itself should not be crewed automatically. Its 8/8 body is a useful weapon, but the card-draw ability is usually more important. Only turn Shorikai into a creature when attacking, blocking, or applying commander damage is actually worthwhile.\n\nMidgame"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck wants to transition from a collection of harmless-looking artifacts into a board where several Vehicles can become creatures on demand.\n\nCards such as "},{"attributes":{"bold":true},"insert":"Skysovereign, Consul Flagship"},{"insert":", "},{"attributes":{"bold":true},"insert":"Surgehacker Mech"},{"insert":", "},{"attributes":{"bold":true},"insert":"Vibranium Mining Mech"},{"insert":", "},{"attributes":{"bold":true},"insert":"Salvation Engine"},{"insert":", and "},{"attributes":{"bold":true},"insert":"The Prydwen"},{"insert":" provide value in addition to simply being large attackers.\n\nThe goal is not to crew every Vehicle every turn. Instead, decide which machine gives the best return for the creatures being tapped.\nSometimes that means attacking with one Vehicle while leaving several others dormant. Sometimes it means keeping the whole fleet parked, activating Shorikai, and holding interaction.\n\nDormant Vehicles are much harder to remove with ordinary creature removal, so patience is often rewarded.\n\nClosing the Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Eventually the deck can switch from selective attacks to a full fleet deployment.\n\nMajor finishers include:\n"},{"attributes":{"bold":true},"insert":"Parhelion II"},{"insert":" - produces a huge burst of flying combat power.\n"},{"attributes":{"bold":true},"insert":"Cyberdrive Awakener"},{"insert":" - turns the artifact board into an airborne army.\n"},{"attributes":{"bold":true},"insert":"The Thanos-Copter"},{"insert":" - can animate the fleet and reward Vehicle combat damage with additional cards.\n"},{"attributes":{"bold":true},"insert":"Armed and Armored"},{"insert":" - turns Vehicles into creatures for a surprise combat step.\n"},{"attributes":{"bold":true},"insert":"Akroma's Will"},{"insert":" - provides the keywords necessary to turn a developed board into a lethal attack.\n"},{"attributes":{"bold":true},"insert":"Mechtitan Core"},{"insert":" - offers an alternative giant-mech threat when the board allows it.\n\nThe deck wins through accumulated advantage and combat pressure rather than searching for a single mandatory finisher.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Surviving Board Wipes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"One of the deck's biggest advantages is its unusual resilience against creature sweepers.\n\nIf a "},{"attributes":{"bold":true},"insert":"Supreme Verdict"},{"insert":" or similar effect resolves while the Vehicles are uncrewed, the crew may disappear but the fleet survives. Shorikai itself is also normally a noncreature artifact, so it survives most creature wipes and can immediately begin manufacturing new Pilots.\n\nMass artifact removal is considerably more dangerous.\nThe deck therefore uses cards such as "},{"attributes":{"bold":true},"insert":"Teferi's Protection"},{"insert":", "},{"attributes":{"bold":true},"insert":"Clever Concealment"},{"insert":", "},{"attributes":{"bold":true},"insert":"Faith's Reward"},{"insert":", and several counterspells to protect against effects that would destroy the entire hangar.\nRecursion from "},{"attributes":{"bold":true},"insert":"Emry, Lurker of the Loch"},{"insert":", "},{"attributes":{"bold":true},"insert":"Hanna, Ship's Navigator"},{"insert":", "},{"attributes":{"bold":true},"insert":"Academy Ruins"},{"insert":", "},{"attributes":{"bold":true},"insert":"Buried Ruin"},{"insert":", "},{"attributes":{"bold":true},"insert":"Dance of the Manse"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Salvation Engine"},{"insert":" provides additional rebuilding options.\n\nInteraction"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is not intended to be an Azorius hard-control deck.\n\nCounterspells and removal are primarily there to:\nstop threats that would otherwise win the game;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"prevent mass artifact destruction;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"protect an important fleet deployment;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"remove blockers or engines that prevent the deck from attacking."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The interaction package should help the Vehicle plan succeed rather than replace it.\n"},{"attributes":{"header":2},"insert":"\n\n\n"}]}
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