Uchazu
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Commander
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Commander
Commander
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Draw
Daredevil Dragster
At end of combat, if this Vehicle attacked or blocked this combat, put a velocity counter on it. Then if it has two or more velocity counters on it, sacrifice it and draw two cards.
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

Draw
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Essentials
Artificer's Dragon
Flying
: Artifact creatures you control get +1/+0 until end of turn.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
: Artifact creatures you control get +1/+0 until end of turn.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature Artifact - Dragon

Essentials
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Flavor
Aether Revolt
Revolt — As long as a permanent left the battlefield under your control this turn, if a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
Whenever you get one or more , this enchantment deals that much damage to any target.
Whenever you get one or more , this enchantment deals that much damage to any target.
Enchantment

Heart of Kiran
Flying, vigilance
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.)
You may remove a loyalty counter from a planeswalker you control rather than pay Heart of Kiran's crew cost.
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.)
You may remove a loyalty counter from a planeswalker you control rather than pay Heart of Kiran's crew cost.
Legendary Artifact - Vehicle

Flavor
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Land
Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land

Spinerock Knoll
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
Land

Land
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Must play.
Chandra Nalaar
+1: Chandra Nalaar deals 1 damage to target player or planeswalker.
−X: Chandra Nalaar deals X damage to target creature.
−8: Chandra Nalaar deals 10 damage to target player or planeswalker and each creature that player or that planeswalker's controller controls.
−X: Chandra Nalaar deals X damage to target creature.
−8: Chandra Nalaar deals 10 damage to target player or planeswalker and each creature that player or that planeswalker's controller controls.
Legendary Planeswalker - Chandra

Must play.
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Removal
Removal
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Synergy
Synergy
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"This is my attempt at an edh deck showcasing Pia Nalaar! Renegade prime!\nI focused mainly on the Renegade prime days of Pia.\nThis deck is designed to make you feel like a mom missing her daughter as you play a foil "},{"insert":{"card-link":"Cathartic Reunion"}},{"insert":" , see the tears in her eyes of joy when you tilt it from side to side.\nAs you play your busted broken version of Chandra and actually use the line \"but this is a flavor deck\", no doubt you will replace the OG "},{"insert":{"card-link":"Chandra Nalaar"}},{"insert":" with one that's actually playable in commander.\n"},{"insert":{"card-link":"Chandra's Pyrohelix"}},{"insert":" with the flavor text \"this is for my mom and this is for me!\" Ye, that will teach those 2 Saproling tokens.\nBut Wait ! With "},{"insert":{"card-link":"Aether Revolt"}},{"insert":" that shit is actually playable!\n"},{"insert":{"card-link":"Shock"}},{"insert":" your opponents and yourself with playing a wannabe precon deck with power level 2\nFeel like Pia as she fights Tezerret 1 on 1 with the card "},{"insert":{"card-link":"Fateful Showdown"}},{"insert":" , and feel like you are heavily outmatched in many ways except creativity and wish your husband was still alive as your servos and Thopters get crushed , but wait! There's Hope!\nWith the card "},{"insert":{"card-link":"Radiate"}},{"insert":" , Perhaps you will be lucky to get yourself "},{"insert":{"card-link":"Renegade Tactics"}},{"insert":" and draw a card for each creature on the battlefield.\nMore creatures then the amount of cards in your library?\nYe a lost a bunch of times doing this but people find it cool so I must be doing something right.\nI'm sure there's way to win with "},{"insert":{"card-link":"Fateful Showdown"}},{"insert":" but I never get that far anyways and I don't like playing "},{"insert":{"card-link":"Psychosis Crawler"}},{"insert":" .\n"},{"insert":{"card-link":"Harnessed Lightning"}},{"insert":" + "},{"insert":{"card-link":"Radiate"}},{"insert":" would also be cool with "},{"insert":{"card-link":"Electrostatic Pummeler"}},{"insert":" and "},{"insert":{"card-link":"Built to Smash"}},{"insert":" if you weren't getting your ass kicked so hard...\nAnd more realistic to hope for "},{"insert":{"card-link":"Aether Revolt"}},{"insert":" already being on the table.\n"},{"insert":{"card-link":"Mana Flare"}},{"insert":" is there to fuel that pipe dream\nPerhaps if your play group is fueling and helping your dreams come true maybe you could work out something with "},{"insert":{"card-link":"Pia's Revolution"}},{"insert":" with a free sac outlet and abuse the fuck out of a "},{"insert":{"card-link":"Sol Ring"}},{"insert":" but as I have figured, even someone on 3 life would gladly die then let you go infinite, I know I would.\nHowever a "},{"insert":{"card-link":"Retributive Wand"}},{"insert":" whilst targeting an opponent other then the one you ask if it's ok to go back to your hand?\nYeah I don't know how to feel about, but it would be funny to see what happens if you do it the other way around.\nIt's better then "},{"insert":{"card-link":"Shrapnel Blast"}},{"insert":" unless you also play "},{"insert":{"card-link":"Increasing Vengeance"}},{"insert":" , but generally speaking , it fits better, because you could very well win games with having it visible on the table and pinging for 1 damage becomes 3 with "},{"insert":{"card-link":"Aether Revolt"}},{"insert":" and 7 when sacrificed, although "},{"insert":{"card-link":"Shrapnel Blast"}},{"insert":" with"},{"insert":{"card-link":"Increasing Vengeance"}},{"insert":" could do 28 damage with 9 mana open and "},{"insert":{"card-link":"Aether Revolt"}},{"insert":" being on the table.\nIf only "},{"insert":{"card-link":"Increasing Vengeance"}},{"insert":" wasn't such a dead card in this deck.\nSo that card is there for a visual representation to see what Pia would look like with a "},{"insert":{"card-link":"Loxodon Warhammer"}},{"insert":" and "},{"insert":{"card-link":"Inventor's Goggles"}},{"insert":" \nA lot of the cards have flavor text that have a reference to Pia or the renegades.\nAs for "},{"insert":{"card-link":"Loyal Apprentice"}},{"insert":" , I feel like it's also fitting to theme, but it's actually a good card and doesn't really feel right with me.\n"},{"insert":{"card-link":"Artificer's Dragon"}},{"insert":" I have signed and foil from the artist, + I like playing Shivan dragon anyways, although this is actually a good card most people sleep on, because it boosts ALL my artifact creatures.\n"},{"insert":{"card-link":"Metallic Mastery"}},{"insert":" & "},{"insert":{"card-link":"Scrap Mastery"}},{"insert":" because I like to imagine that Pia is just that good, but it's honestly the only way one can get rid of indestructible things that haven't gotten hexproof yet as "},{"insert":{"card-link":"Liquimetal Coating"}},{"insert":" & "},{"insert":{"card-link":"Liquimetal Torque"}},{"insert":" can help it become a target/artifact.\nAs such "},{"insert":{"card-link":"Sculpting Steel"}},{"insert":" can then very likely become any permanent on the battlefield.\n"},{"insert":{"card-link":"Dismantle"}},{"insert":" becomes playable for that reason but if your opponents don't play with counters then\nit's time to make your own!\n"},{"insert":{"card-link":"Sun Droplet"}},{"insert":" is easily cast early in the game and can stack up quite some counters.\nI took them out of the deck but if you are playing versus "},{"insert":{"card-link":"The Millennium Calendar"}},{"insert":" , you want to actually run these 2 bad boys.\nEven if you don't have dismantle, if you play with 3-4 people, this thing can keep you alive for a while as it goes off every upkeep.\nBut I really like the idea of using "},{"insert":{"card-link":"Dismantle"}},{"insert":" to make a thopter of DOOM. \nFor that reason I play "},{"insert":{"card-link":"Quietus Spike"}},{"insert":" and deathtouch helps some other cards too.\n"},{"insert":{"card-link":"Sorcerous Spyglass"}},{"insert":" is a must as I have lost to many times to "},{"insert":{"card-link":"Krenko, Mob Boss"}},{"insert":" and other stuff that use an ability that reads Tap:You win the game.\nBut if you don't have a playgroup that uses tap:win the game creatures as commanders you might want to take it out as it's a dead card otherwise.\nKnowing what your opponent is holding however is just emotionally good preparation of what's to come, and perhaps attack them with "},{"insert":{"card-link":"Hope of Ghirapur"}},{"insert":" \n "},{"insert":{"card-link":"Azor's Gateway // Sanctum of the Sun"}},{"insert":" is there to fish for removal , and if they don't then you might be the one to use Tap:you win the game.\nWell, not exactly.\nBut it does make that Thopter a whole lot more scary if it isn't blocked, even if your firebreathing ability costs too much.\nAs you use the overcosted ability/card "},{"insert":{"card-link":"Thran Forge"}},{"insert":" on Pia and pump it up with it's own firebreathing ability to give if lethal commander damage.\nBut I needed space so I cut it out.\nPerhaps even sacrificing some artifacts to get rid of some blockers.\nBut in reality.\n"},{"insert":{"card-link":"Azor's Gateway // Sanctum of the Sun"}},{"insert":" can get rid of some unplayable junk that is within this deck.\nSo really you will rarely find yourself at a crossroads unless you have emotionally bonded with that foil "},{"insert":{"card-link":"Ornithopter"}},{"insert":" and ask yourself \"at what cost?\" as it flips and gains you 5 life.\nThe wellsprings are there to keep the deck from falling apart and the land base is designed to make use of the fact that half of your stuff doesn't actually needs to have red mana to be casted.\n"},{"insert":{"card-link":"Sanctum of Eternity"}},{"insert":" to make you bounce your commander for thopter, \n"},{"insert":{"card-link":"Decoction Module"}},{"insert":" does the same but overcosted but you can block with your commander. where as with Sanctum you can use it if things go wrong during attacking with your commander, maybe even fish for removal, but I needed space so I cut it even though it's nice with "},{"insert":{"card-link":"Mirror March"}},{"insert":" which I also cut.\ndeserted temple should likely be replaced with a field of ruin. \nBut if you do get the"},{"insert":{"card-link":"Azor's Gateway // Sanctum of the Sun"}},{"insert":" flipped, you are looking at a LOT of mana.\nAnd this deck doesn't run "},{"insert":{"card-link":"Rogue's Passage"}},{"insert":" or other stuff like "},{"insert":{"card-link":"Thopter Assembly"}},{"insert":" , as that would kind of be admitting that there are better cards and other cards that you could be playing other then Pia Nalaar...you don't want to be realizing that mid-game.\n"},{"insert":{"card-link":"Blast Zone"}},{"insert":" is one of the more desperate attempts at removal if needed, but most likely ends up just removing something 3 mana or less.\n"},{"insert":{"card-link":"Spinerock Knoll"}},{"insert":" is a nice benefit card that actually works pretty well with your commander as you can make something come through if needed with combat damage to make a blocker unable to block.\nOr if it's an artifact creature, give it that extra +1/+0\nPut "},{"insert":{"card-link":"Roar of Resistance"}},{"insert":" in to make some small creatures scary as fuck. \n"},{"insert":{"card-link":"Increasing Vengeance"}},{"insert":" is not in the deck but it does technically works with "},{"insert":{"card-link":"Cathartic Reunion"}},{"insert":" as you can discard it and then respond to the spell on the stack and cast it's flashback which it pretty cool.\nAlthough it fits better in spell slinger decks and this ain't one of them.\nit's also just funny to pop off with any other spell that would be countered but the reason for it's cut is cause we're playing cards with x in them that really want that extra 2 mana to be spent.\nThe downside of this deck are many but there's enjoyment to be had to have a theme.\nSO I'm really trying to find a balance between playing a theme deck and playing a strong deck as I did include "},{"insert":{"card-link":"Spine of Ish Sah"}},{"insert":" \nbut in a meta where I see "},{"insert":{"card-link":"Elesh Norn, Grand Cenobite"}},{"insert":" every game.\nIt would be better to let her join the rebellion then use "},{"insert":{"card-link":"Scour from Existence"}},{"insert":" on it, in fact"},{"insert":{"card-link":"Grinning Totem"}},{"insert":" to play it yourself and "},{"insert":{"card-link":"Avarice Totem"}},{"insert":" for any other target then a creature as "},{"insert":{"card-link":"Fractured Loyalty"}},{"insert":" "},{"insert":{"card-link":"Umbilicus"}},{"insert":" takes care of all commanders.\nprepare yourself for a boardwipe though so "},{"insert":{"card-link":"Warping Wail"}},{"insert":" to keep the commanders of your opponents.\nWell...you get the idea.\nThere are many answers to situational things that I have in mind to play but honestly cutting out many cards that have flavor feels wrong so I just need 2 decks, with one being flavor and one being strong enough to keep up.\nThat being said.\nThere are many lands I use that most people don't but I happen to own "},{"insert":{"card-link":"Inventors' Fair"}},{"insert":" if you happen to have it which also fits lorewise buuuuut it's pretty expensive and honestly has more purpose in any other deck, unless you run "},{"insert":{"card-link":"Spine of Ish Sah"}},{"insert":" and if you already have that then tutor for "},{"insert":{"card-link":"Sculpting Steel"}},{"insert":"\nThe reason however why this deck has so many colorless lands is cause well, technically this deck runs on the idea of playing 2 colors....\nOne of the benefits that is playing artifacts is not needing red mana in ALL the spells you cast, so 1 red mana mostly means you are capable of doing pretty much whatever spell you have on your hand.\nEven when not being able to cost both spells, you can always opt to cast a more expensive spell to save interaction for the next turn.\nAlso the benefits of certain lands are vital to the engine of this deck.\n"},{"insert":{"card-link":"Phyrexia's Core"}},{"insert":" is your secondary commander as the sac outlet for artifacts is needed for your "},{"insert":{"card-link":"Spine of Ish Sah"}},{"insert":" and mostly hard to deal with, as it's a land.\n"},{"insert":{"card-link":"Temple of the False God"}},{"insert":" is either a curse or a blessing, there's no in between, but very needed for those x spells and surprise cast+ equip of "},{"insert":{"card-link":"Quietus Spike"}},{"insert":" turn 5.\n"},{"insert":{"card-link":"Sequestered Stash"}},{"insert":" & "},{"insert":{"card-link":"Buried Ruin"}},{"insert":" are there to get your artifacts back once you lost it to a counter spell or mill or whatever other method they used to deal with it.\n"},{"insert":{"card-link":"Reliquary Tower"}},{"insert":" is needed for that off chance you actually pull off the "},{"insert":{"card-link":"Radiate"}},{"insert":" "},{"insert":{"card-link":"Renegade Tactics"}},{"insert":" and want to wait casting "},{"insert":{"card-link":"Fateful Showdown"}},{"insert":" .\nAlthough cards like "},{"insert":{"card-link":"Foundry of the Consuls"}},{"insert":" and "},{"insert":{"card-link":"Emergence Zone"}},{"insert":" could be cut.\nThe element of surprise blockers/casting sorcery speed spells can save or even win you the game.\nBut I get if your preference goes out to "},{"insert":{"card-link":"Arcane Lighthouse"}},{"insert":" "},{"insert":{"card-link":"Detection Tower"}},{"insert":" to deal with shroud/hexproof user that mainly try to protect something worthy of protection.\nFunny thing being that in an edh group.\nYou don't even need to be the one with the removal.\nJust activate it when someone groans and moans about not being able to target the threat.\n"},{"insert":{"card-link":"Field of Ruin"}},{"insert":" & "},{"insert":{"card-link":"Demolition Field"}},{"insert":" , hell you could even run "},{"insert":{"card-link":"Wasteland"}},{"insert":" , but honestly that just overkill when something like "},{"insert":{"card-link":"Ghost Quarter"}},{"insert":" at least refunds the land you just destroyed.\nI'm not one for advising you to play "},{"insert":{"card-link":"Strip Mine"}},{"insert":" , these cards are far too expensive to play and generally don't really add anything other then a sour taste in someone's mouth.\n"},{"insert":{"card-link":"Field of Ruin"}},{"insert":" & "},{"insert":{"card-link":"Demolition Field"}},{"insert":" add something else to cards that would otherwise always be a negative.\nI have had games where someone was mana screwed and needed a particular color.\nI actually offered"},{"insert":{"card-link":"Field of Ruin"}},{"insert":" to fix it and they actually accepted.\nI have had a situation where my team mate needed just 1 more mana.\n"},{"insert":{"card-link":"Field of Ruin"}},{"insert":" to the rescue!\nFor this reason alone I play "},{"insert":{"card-link":"Deserted Temple"}},{"insert":" .\nBut unfortunately sometimes you do really need to destroy a land.\n"},{"insert":{"card-link":"Tower of the Magistrate"}},{"insert":" is a really neat card in combination with "},{"insert":{"card-link":"Liquimetal Coating"}},{"insert":" , I was playing a game where it was possible for me to turn an aura into an artifact, then make the creature enchanted by it gain protection of artifacts.\nThe aura falls off and suddenly there's a vulnerable commander still attacking.\nI'm pretty sure this effect can also be played a response to "},{"insert":{"card-link":"Fiend Hunter"}},{"insert":" enter the battlefield effect trying to exile a creature, you respond by turning it into an artifact and activating "},{"insert":{"card-link":"Tower of the Magistrate"}},{"insert":" \n\n"},{"insert":{"card-link":"Indomitable Creativity"}},{"insert":" does suffer from time to time of your lack of mountains, it makes up for being a lategame x spell that mostly benefits from being cast later anyways.\nIt does however pain me to sometimes having to cast this with opal palace netting me with -1 x \nThe only reason I cut this card is simply because it's too expensive and fits much better in ANY OTHER DECK.\nSo you might want to cut that in your version of this deck with "},{"insert":{"card-link":"Fractured Loyalty"}},{"insert":" if your playgroup is alright with mind control effects.\nOr"},{"insert":{"card-link":"Reverberate"}},{"insert":" /"},{"insert":{"card-link":"Flare of Duplication"}},{"insert":" if your playgroup is more focused on instant/sorcery spells then commanders.\nIf you find "},{"insert":{"card-link":"Ornithopter"}},{"insert":" & "},{"insert":{"card-link":"Hope of Ghirapur"}},{"insert":" very underwhelming I would suggest cutting those out in favor for the combination "},{"insert":{"card-link":"Descendants' Fury"}},{"insert":"+ "},{"insert":{"card-link":"Thopter Assembly"}},{"insert":" \nor "},{"insert":{"card-link":"Thopter Squadron"}},{"insert":"for some infinite "},{"insert":{"card-link":"Clock of Omens"}},{"insert":" + "},{"insert":{"card-link":"Empowered Autogenerator"}},{"insert":" fun.\n"},{"insert":{"card-link":"Liberator, Urza's Battlethopter"}},{"insert":" also comes to mind that's playable just for the flash function, that however makes you have to cut some other creatures that kind of defeats the purpose of flavor so I'm wrap this one up.\n"},{"insert":{"card-link":"Elixir of Immortality"}},{"insert":" "},{"insert":{"card-link":"Scrap Mastery"}},{"insert":" look like 2 cards that don't work well together but, if you play "},{"insert":{"card-link":"Bojuka Bog"}},{"insert":" as an opponent, who's graveyard would you exile?\nThe one with "},{"insert":{"card-link":"Elixir of Immortality"}},{"insert":" and mana open to use it? that just reminded you that you can take it back if you want to?\nYou don't want to actually use it for any other reason save for to flex some mechanics.\nThat being that you can put the ability on the stack from "},{"insert":{"card-link":"Elixir of Immortality"}},{"insert":" , then follow it up with Pia's ability to sacrifice an artifact and have a creature unable to block this turn.\nNow the ability of "},{"insert":{"card-link":"Elixir of Immortality"}},{"insert":" will try to resolve as much as it can even though you just sacrificed it.\nThe funny part being.\nit's in the graveyard by the time Pias ability resolved (even before it resolves), so it will get shuffled in the library as well.\n\n\nNotable mentions are "},{"insert":{"card-link":"Skullclamp"}},{"insert":" , "},{"insert":{"card-link":"Chaos Warp"}},{"insert":" "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":" "},{"insert":{"card-link":"Combustible Gearhulk"}},{"insert":" "},{"insert":{"card-link":"Shiny Impetus"}},{"insert":" "},{"insert":{"card-link":"Abrade"}},{"insert":" \nThese cards can be included without hurting the playstyle of this deck too much.\nCards that would hurt the playstyle for example are "},{"insert":{"card-link":"Brass's Bounty"}},{"insert":" "},{"insert":{"card-link":"Mana Geyser"}},{"insert":" "},{"insert":{"card-link":"Reiterate"}},{"insert":" .\nVery good cards in the sense that you could make infinite mana and win the game with your 666/1 thopter in combat damage.\nhowever, if you plan to play this way, you would need about 13 mana in 1 go.\nThe problem with this is that this deck is consistently pumping out that kind of mana, unless you play cards like "},{"insert":{"card-link":"Big Score"}},{"insert":" "},{"insert":{"card-link":"Treasure Chest"}},{"insert":" , suddenly it's more doable but you would need to cut more.\nBut also play cards that are happy to see that many artifacts enter the battlefield such as "},{"insert":{"card-link":"Reckless Fireweaver"}},{"insert":" and "},{"insert":{"card-link":"Salivating Gremlins"}},{"insert":" for flavor."},{"insert":{"card-link":"Ravenous Intruder"}},{"insert":" becomes playable "},{"insert":{"card-link":"Ruinous Gremlin"}},{"insert":" is something I used to play in this deck but actually also handy when having treasures as you can always use it at any time as a threat.\nAlso then this becomes more gremlin flavored theme deck which is also a route you could consider.\nhowever playing "},{"insert":{"card-link":"Thriving Grubs"}},{"insert":" is just going to emotionally hurt you more then it's going to hurt your opponent in anyway unless they too can't harm something that cute.\n\n\nCuts, "},{"insert":{"card-link":"Daredevil Dragster"}},{"insert":" is a cut I could see myself living with because it's only in the deck because of "},{"insert":{"card-link":"Reckless Racer"}},{"insert":" .\nBecause I play "},{"insert":{"card-link":"Azor's Gateway // Sanctum of the Sun"}},{"insert":" , reckless racer can't be cut, he's too useful to filter out that last card.\nThough you would take away his only fun ride.\n"},{"insert":{"card-link":"Aradara Express"}},{"insert":" if it's not in the deck it had been cut although it's very beautiful.\n"},{"insert":{"card-link":"Siege Modification"}},{"insert":" is a crap card and actually is more a curse to vehicles then it is a boost, as it constantly being a creature hurts more with global removal.\nI look forward to enchanting this on a vehicle of a friend in a playgroup that actually also plays vehicles, then to hit it with "},{"insert":{"card-link":"Fractured Loyalty"}},{"insert":" .\nThe only reason why I haven't cut it yet is because I haven't yet had the pleasure of enchanting "},{"insert":{"card-link":"Heart of Kiran"}},{"insert":" and swing with it for 7 damage turn 3.\nOnce that has happened I might just cut it.\n"},{"insert":{"card-link":"Inventor's Goggles"}},{"insert":" because "},{"insert":{"card-link":"Hero's Blade"}},{"insert":" is almost strictly better, and I wouldn't even play that almost.\nBut that's where I have to stop myself because of how much flavor "},{"insert":{"card-link":"Inventor's Goggles"}},{"insert":" gives.\nThe idea that Pia's last desperate attempt to get damage in is to hurl it at the big creature with it's sacrifice ability to get lethal damage in.\nThen it really doesn't matter what kind of artifact you play.\nI have tons of fun playing this deck and I had a lot of fun building it.\nWhenever I get to flip "},{"insert":{"card-link":"Azor's Gateway // Sanctum of the Sun"}},{"insert":" it feels like I just got the 5 pieces of Exodia the forbidden.\nAnd whenever it doesn't work out, I feel they did a good job stopping me.\nAnd if that doesn't happen, they let me win?\nSurely there will be cards printed in the future and hell maybe Pia will get more signature spells that actually have a relevance in lore from the Pia that fought as the renegade prime.\n "},{"insert":{"card-link":"Aether Revolt"}},{"insert":" being a really good example of this.\nBut for now.\nThis is as good as it can get for me.\n\n\n\n"}]}











































































