Ramp and block early, then pay expensive exhaust costs no other deck can reach. The best deck in the set, and the one furthest from the racing theme.



Ten decks, six mechanics, and every ranking measured against 857,667 recorded games, the largest archive in this series. It is a set about a race. It is also the slowest format we have ever measured, and the deck that actually races finished last.
Every other chapter here is expert judgment, recorded before or during the format. This one is the account of what followed. Card tiles throughout carry a win-rate chip: the games-in-hand win rate, meaning how often the player won when that card was in hand or on the battlefield. Set median is 55.1 percent.
| Pos | Colors | Deck | Win rate | Games | |
|---|---|---|---|---|---|
| P1 | UG | Ramp into exhaust | 56.6% | 110,494 | |
| P2 | BG | Graveyard value | 56.5% | 135,603 | |
| P3 | WG | Mounts and vehicles | 56.2% | 60,135 | |
| P4 | WB | Speed with grind | 55.6% | 41,006 | |
| P5 | BR | Max speed aggro | 55.2% | 64,937 | |
| P6 | RG | Exhaust midrange | 55.1% | 68,439 | |
| P7 | UB | Stall and drain | 54.6% | 90,030 | |
| P8 | WU | Artifact control | 54.1% | 55,478 | |
| P9 | UR | Cycling and discard | 53.5% | 73,247 | |
| P10 | WR | Vehicles aggro | 51.9% | 37,047 |
Three things point the same direction, and together they are the most useful fact about this format. One: at 9.49 turns this is the slowest of the twelve sets in this archive, slower than every fantasy, horror, and kindred set measured. Two: green is the best color and red and white are the two worst, so the aggressive pair is built from the weakest cards. Three: decks containing green won 55.8 percent against 54.2 percent for decks without it, across four hundred thousand games.
The set dresses all of this in engines and chrome. The mechanics are named for speed, the art is a road race, and the obvious plan is to go fast. The archive says the obvious plan is the worst one available.






This is the analysis the videos could not do, because it needs the finished archive. Every card with at least two thousand recorded games was bucketed by the mechanic printed on it, and compared against the set median of 55.2 percent. The result splits the racing theme cleanly in half.
The best mechanic in the set by a distance. A one-shot ability is a threat that never has to be used, and the decks that reach the expensive ones are the decks that win. 26 cards.
Exactly average. Vehicles are neither the trap nor the payoff, they are simply cards. Judge them one at a time on rate, not on the theme. 41 cards.
Also average, and lower risk than vehicles because a Mount still attacks and blocks when you cannot saddle it. 13 cards.
The worst of the four, and the one the set is named for. Speed asks you to deal damage every turn in the slowest format we have measured. 40 cards.






When a permanent with it enters, your speed becomes 1. Speed then rises once per turn, and only when an opponent loses life on your turn. Maximum is 4.
Earliest possible max speed is turn four. Only attacking bodies and direct damage advance you, so a card that neither attacks nor blocks does nothing for speed.
An activated ability that can be used only once per game. Exhaust lives in the Temur colors.
The best mechanic in the set. An unused exhaust is a permanent standing threat, and you never have to activate it to get value from having it.
Not creatures until crewed by tapping creatures with total power equal to the crew number.
Blank without roughly sixteen creatures. Lower crew numbers are strictly better. They act like haste, because they do something the turn they land.
Already creatures. Saddling taps other creatures to switch on a bonus when they attack.
Lower risk than vehicles: a Mount still attacks and blocks unsaddled, and it can crew a vehicle or saddle another Mount.
Pay a cost, discard the card, draw a card. Many cards here do something extra when cycled.
Treat them as modal: either the printed spell, or an uncounterable instant that does a small thing and replaces itself.
Cost reduction based on a permanent count, back at low emphasis.
An incidental bonus only. Do not contort your deck to turn it on.
Ramp and block early, then pay expensive exhaust costs no other deck can reach. The best deck in the set, and the one furthest from the racing theme.



Mill or cycle something huge, then put it back ahead of schedule. The most drafted deck in the format and almost the best one too.



Deploy mounts early, saddle and crew aggressively, pile on counters. The one theme deck that genuinely works, because green carries it.



Cheap bodies to reach max speed, then recursion and death triggers so the deck keeps going after the initial push stalls out.



Hit max speed as fast as possible and cash in the payoffs. Respectable, and clear evidence that speed decks are viable when the cards are good.



Early pressure, then convert spare mana into exhaust abilities to finish. Held back by red rather than by the plan.



Gum up the ground, control the game, then plink the opponent out. Fine, and heavily drafted, but it lacks a way to actually close.



Stall with blockers, build artifact synergies, win on card advantage. Two weak colors doing a slow thing.



Cycle and loot to grow discard payoffs and dig for the good cards. The payoffs are not worth the cards spent getting there.



Flood the board with cheap creatures and vehicles and attack relentlessly. The set's signature deck, built from its two worst colors, in its slowest format. Last by a wide margin.



Every card named finished below the 10th percentile. Median 6th. Ancient Vendetta is the worst card in the entire set at 31.8 percent, which is 23 points below the median.
All ten sit at the 94th percentile or above, and eight of them are in the true top ten. Of the two missing, one was deliberately excluded as a Special Guest.
Fourteen called, and most land high. The clean miss is Cryptcaller Chariot, called a bomb and finishing at the 19th percentile.
Card evaluation was excellent. What no video says is that the format is the slowest measured and that racing is the losing plan, because that only becomes visible after the fact.









