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Moxonomy

Start Your Engines

Sorcery3 generic manaRed mana

The payoff card the Vehicle mechanic always implied but never quite cashed: a one-card answer to the type's structural weakness. Vehicles are inert artifacts until you tap a creature to crew them, which means a board full of parked machinery can be doing nothing, threatening nothing, immune to nothing. This flips every Vehicle you control into a live creature at once, no crew tax paid, then swings the whole team for two extra power apiece. The animation half is the part that matters most: it sidesteps the crew requirement entirely, turning a lot of idle cars into an attacking force in a single cast, and the +2/+0 rider scales with every body on the board rather than rewarding a single threat. Sorcery timing is what buys that breadth: you commit on your own turn, before blocks, telegraphing the alpha strike instead of springing it as a combat ambush or an end-step blowout. Accept that restriction and the effect gets to be this wide. As an Overrun variant it trades the trample of older team-pumps for the ability to suddenly field creatures that were never creatures, a design only legible where the Vehicle type lives in bulk. Read in isolation it is a narrow red mass-pump; read against a battlefield of parked cars, it is the closer that whole archetype was built around.

Start Your Engines (kld)
KLD · #135uncommon
Pricing
Normal: $0.28
Foil: $0.55
Oracle Text

Rules text

Vehicles you control become artifact creatures until end of turn. Creatures you control get +2/+0 until end of turn.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
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