When I think of the word "jumpstart," the first thing that comes to mind is bringing life to dead car batteries. Cackling as lightning strikes above, I hook up the cables and then scream, "It's alive! Hahahahahah!"
Er, that is, maybe I have too much in common with Stitcher Geralf, but it is true that we've likely all had to jumpstart a car. It may have been a frustrating, greasy, and potentially dangerous. In contrast, playing vehicles in the new casual Limited format of Jumpstart will be exciting, fun, and potentially hilarious.
God of the Voyage | Jumpstart | AE Marling
- Vehicles (3)
- 1 Funeral Longboat
- 1 Mobile Garrison
- 1 Sky Skiff
- Crew (9)
- 1 Animating Faerie
- 1 Cosima, God of the Voyage
- 1 Deadeye Quartermaster
- 1 Knacksaw Clique
- 1 Leech Bonder
- 1 Merrow Grimeblotter
- 1 Silkbind Faerie
- 1 Silver Myr
- 1 Sphinx's Disciple
- Land (8)
- 7 Island
- 1 Thriving Isle
No matter what side you play, Cosima, God of the Voyage is an incredible card. She can be exiled multiple turns on an extended voyage, returning with a celebration of card draw. Or you can brave the unknown seas on her ship, The Omenkeel. And who better to crew that legendary vehicle than...a faerie?
Continuing from last week, each god pack includes a second rare. For the ultimate synergy with vehicles, we turn not to Kaladesh but to Shadowmoor. With Knacksaw Clique and other untappers in the pack, crewing isn't a cost but an exhilaration. These faeries love going fast, zipping around in a Sky Skiff. It invigorates them, enabling them to activate their untap ability. From there you could attack, block, or even crew a second vehicle.
Another keyword that synergizes with crew is the forgettable and forgotten one of inspired. I included one Sphinx's Disciple, to help you remember it exists. Animating Faerie is another of the fey who loves her cars. She can Bring to Life Sky Skiff into a 4/4 on turn three. Then if she crews it, it will gain flying. (Its power and toughness will remain 4/4.) Or, she can leave the Sky Skiff landbound and go on to crew another vehicle, such as Funeral Longboat.
Now that's a beautiful boat. As a card, it reminds me both of Smuggler's Copter and Heart of Kiran. If it's even a fraction as powerful as the former, it may impact Standard, and if plays at all like the latter, it'll be great in the other casual format I love, Oathbreaker. You may well wonder if Funeral Longboat inspired me to write about vehicles this week. No, this card didn't. Truth be told, neither did Cosima, God of the Voyage. The sleek beauty that truly took my breath away was this divine vessel.
Wonder upon wonders! Think of all the land we could clear! Why, on turn three we could attack for six, gain three, and get three White mana for our trouble. That's exactly enough to start a Farmstead. Now, if only there were a creature strong enough to crew this magnificent creation. No, Yoked Plowbeast won't do. That beast of burden isn't powerful enough and costs too much. If only Wizards of the Coast would print a White creature strong enough to pull this plow. Wait a minute... Oh my! Hallelujah!
Kiss My Ox | Jumpstart | AE Marling
- Vehicles (5)
- 1 Aradara Express
- 1 Colossal Plow
- 1 Bomat Bazaar Barge
- 1 Consulate Dreadnought
- 1 Peacewalker Colossus
- Crew (6)
- 1 Aeronaut Admiral
- 1 Custodi Squire
- 1 D'Avenant Trapper
- 1 Yoked Plowbeast
- 2 Giant Ox
- Enchantments (1)
- 1 Caught in the Brights
- Land (8)
- 7 Plains
- 1 Thriving Heath
Whereas our Blue pack wanted to get tricky with synergy, our White one simply wants to cast a turn one Consulate Dreadnought and turn two, smash for seven, thanks to Giant Ox. Leave subtlety to the artificers. We're more interested in our trains leaving on time. The Aradara Express has games of Magic to win.
To be fair, we do have some cute synergies with our creatures. Aeronaut Admiral can give our trains wings. D'Avenant Trapper can tap blockers whenever she sees a fancy new car. Custodi Squire can also return all your busted vehicles. We are playing one non-creature, non-vehicle because we couldn't pass the most flavorful Caught in the Brights.
In the rest of these packs we're playing three or four vehicles, except when those cars can also help crew, as in the case of our rare, Peacewalker Colossus. You may question why we don't pack in more. We don't want to be stuck with multiple cars in play with no drivers. For instance, in this power-centric Red pack we're playing exactly four.
Hotrods | Jumpstart | AE Marling
- Vehicles (4)
- 1 Ballista Charger
- 1 Demolition Stomper
- 1 Irontread Crusher
- 1 Raiders' Karve
- Crew (7)
- 1 Crimson Fleet Commodore
- 1 Mogg Flunkies
- 1 Rimrock Knight
- 1 Ruinous Minotaur
- 1 Speedway Fanatic
- 1 Spitebellows
- 1 Torpid Moloch
- Fiery detailing (1)
- 1 Volcanic Salvo
- Land (8)
- 7 Mountain
- 1 Thriving Bluff
This pack is inspired by a previous Oathbreaker deck, where I capitalized on the high power of vehicles to power out Volcanic Salvo. Both the sorcery and our vehicles incentives us to play the most powerful creatures we can, even if they have penalties for attacking themselves, like Ruinous Minotaur. Hitting a foe for five will make us sacrifice a land, but we can use our horned friend to crew Demolition Stomper. Then we can attack for ten with no penalty.
I wanted to put Mogg Flunkies in charge of dangerous machinery, such as Irontread Crusher. They don't know their fronts from their backsides, which will make them even more entertaining as crew. They also can attack well enough alongside creatures from your other pack. Torpid Moloch doesn't help alone, but the good thing about these high-powered creatures is that on blocks they can trade up. If you lack the vehicle to pair with them you can always trade off until you find it.
One last card I wanted to spotlight is Spitebellows. You can evoke this elemental, and with the sacrifice trigger on the stack, crew a vehicle. Let your elemental go on one last joy ride before blazing into the sunset.
Looking back at our previous packs, it makes good sense to write about Cosima, God of the Voyage, about Colossal Plow pulled by Giant Ox, and about combining Red's high-power creatures with vehicles. That's all logical, and we're continuing that trend with our last pack, which is nothing but sensible.
Cats in Cars | Jumpstart | AE Marling
- Cars (5)
- 1 Enchanted Carriage
- 1 Esika's Chariot
- 1 Funeral Longboat
- 1 Ovalchase Dragster
- 1 Untethered Express
- Cats (6)
- 1 Feral Prowler
- 1 Generous Stray
- 1 Initiate's Companion
- 1 Lurking Arynx
- 1 Mist Leopard
- 1 Pouncing Cheetah
- Instants (1)
- 1 Aggressive Instinct
- Land (8)
- 7 Forest
- 1 Thriving Grove
As all know, no one enjoys car rides more than cats. They love sticking their faces out the windows, wind fluttering their whiskers. It's adorable how their claws leave indentations in the steering wheel as they drift across Kaledesh in Ovalchase Dragster. I've been itching as if I had fleas to make a car-vehicle pack since the beginning of Jumpstart. The printing of Esika's Chariot gave me the green-light.
It just makes sense. The gift that Generous Stray brings you is the key to an Untethered Express. Cats gather inside the train, in order to race after the Enchanted Carriage and its crew of mice.
And as we learn in every nature documentary, a Pouncing Cheetah in its natural habitat with leap from the brush into an abandon vehicle. Crewing at instant speed lets it ambush block an attacker and make a clean kill. We've all heard that cheetahs are the fastest land mammal, and it's because they know how to burn rubber and drive petal to the metal.