Chyrys
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Commander
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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
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.)
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

Commander
(CTRL to add secondary)
Artifact
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.)
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

Artifact
(CTRL to add secondary)
Copy
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.)
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

Copy
(CTRL to add secondary)
Creature
Creature
(CTRL to add secondary)
Draw
Draw
(CTRL to add secondary)
Finisher
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.)
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

Finisher
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Protection
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.
• 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

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.)
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

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.
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

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.
Exile Teferi's Protection.
Instant

Protection
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Recursion
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.)
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

Recursion
(CTRL to add secondary)
Removal
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.)
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

Removal
(CTRL to add secondary)
Tokens
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
Crew 2
Artifact - Vehicle

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.)
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

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.)
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

Tokens
(CTRL to add secondary)
Untap
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.")
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

Untap
(CTRL to add secondary)
Deck Info
Deck stats
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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"}]}










































































