This deck is my baby. Every time I play it, I win in a different way. It can win as most Karn decks do, and that's through artifact swings. It has an infinite mana combo that allows me to play just about anything at any time. It has the classic (and very DB) Darksteel Forge/Nevinyrral's Disk synergy. Also, let's not forget Mycosynth Lattice. And then there are all of the creatures that are almost unkillable thansk to Cauldron of Souls. It just has so much going for it....
But I still need to work on it. Obviously, the land base was difficult to come up with, and very expensive. I've still got a few colorless fillers I need replaced. Also, I'm looking for some more removal. I don't want any equipment (yes, even the Greaves) because I don't particularly care about my creatures so I don't need those recommendations, unless they can kill something (Jitte is out. I own two and they're in other EDH decks).
I'm busy building a Karn deck myself, so thanks already for posting the deck
The deck looks pretty solid, althoug I think Lodestone Myr might be a nice addition. Oh, and a Sol Ring! Don't put in a Mana Crypt, they do you to much harm
On the manabase, I can't pass up the opportunity to recommend Mishra's Workshop :toot:. (I sure wish *I* bought one when they were just $50 a few years ago before the unrestriction....:)). But besides that, I think the Cloudpost is just an ETBT land without any benefits (ok, unless you play a Vesuva, but still...).
And of course there are more lands with sometimes useful abilities: Mirrodin's Core (no idea what use the charge counters are for you, but if you can use them in any way, you could include it), Gemstone Caverns (you can drop it in turn 0) and Unstable Frontier (it might be useful somewhere in the game to be able to get a basic land type on the table).
Other options that have drawbacks but also larger benefits: City of Shadows (against stealing your creatures, but also against reanimating them out of your graveyard) and Hall of the Bandit Lord (can't tap it without losing life, but haste can be a big help).
Personally, I'm not a big fan of Ancient Tomb (and his friend City of Traitors). Yes, they are fast. But are you going to win fast? They will hurt you more than some of your opponents will...
@Magnus: Why wouldn't you want to play a Mana Crypt? It allows you to accelerate into Karn and all of your other cards. If you really cant afford to loose any more life from it just have Karn turn it into a creature. Problem solved.
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"Of course you should fight fire with fire. You should fight everything with fire." —Jaya Ballard, task mage
@Magnus: Why wouldn't you want to play a Mana Crypt? It allows you to accelerate into Karn and all of your other cards. If you really cant afford to loose any more life from it just have Karn turn it into a creature. Problem solved.
Wow...didn't even think about the fact that Karn can just kill it The reason I don't like it is that in casual EDH the Crypt is just too much...it's too insane. But also, you could very well kill yourself with it. But now that last reason is moot
Still, no Mana Crypt in casual for me. It draws attention...waaaay too much attention
Yeah, I know what you mean, the card is completely broken, as it lets you do things that you should normally be able to do in the first few turns. I normally end up breaking mine around halfway during the game, depending on how much people have been attacking me.
It could just be my playgroup, but the people that I play with would rather me play Mana Crypt over cards like Wrath of God or cards like that. It's probably better in their opinion because they it doesn't affect their board positions.
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"Of course you should fight fire with fire. You should fight everything with fire." —Jaya Ballard, task mage
Yeah, I know what you mean. The hardest part of building Karn is collecting enough different lands that you can actually put the deck together. Once you do that, you can easily swap them out once you find new ones to trade for.
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"Of course you should fight fire with fire. You should fight everything with fire." —Jaya Ballard, task mage
Agreed, it can be a hassle to find enough affordable lands. I had no problem filling in the nonland slots, but I'm still only on 23 nonbasics I want to put in...and that's including some of the Panorama's
Citanul Flute and Goblin Charbelcher are great wincons once you get infinite mana. Flute also gets you your Voltaic Construct, so you can probably count on winning via combo more often if you put one in.
Maze of Ith is really important. Count it as a spell rather than a land because it doesn't make mana. On the other hand, Urborg, Tomb of Yawgmoth counteracts that downside, and also gives you extra (nonbasic!) targets for Sundering Titan, which you should definitely also play. Oh, and on that note, Darksteel Colossus is large and in charge.
Expedition Map is actually probably worth a slot. You play so many lands with relevant abilities that it can be extremely important.
Arcbound Ravager can be important as well, mainly because it allows you to sacrifice anything at any time. This is a major bonus against common EDH spells like Return to Dust and Swords to Plowshares, and also Control Magic effects. Sometimes High Market isn't enough.
01 Karn, Silver Golem
Artifact Creatures
02 Triskelavus
03 Triskelion
04 Loadstone Golem
05 Mind Automaton
06 Arcbound Crusher
07 Pentavus
08 Workhorse
09 Arcbound Reclaimer
10 Junk Diver
11 Mycosynth Golem
12 Grim Poppet
13 Duplicant
14 Copper Gnomes
15 Voltaic Contruct
16 Myr Retriever
17 Coretapper
18 Platinum Angel
19 Scarecrone
Theme-Related Artifacts
20 Power Conduit
21 Darksteel Reactor
22 Magistrate's Scepter
23 Clock of Omens
24 Heartstone
25 Energy Chamber
Removal/Psuedo-Removal
26 Erratic Portal
27 Meekstone
28 Ensaring Bdige
29 Oblivion Stone
30 Nevinyrral's Disk
31 Pedator, Flagship
32 Heartseeker
Card Advantage
33 Tower of Fortunes
34 Serum Tank
35 Bottled Cloister
36 Planar Portal
37 Sensei's Divining Top
38 Mind's Eye
39 Memory Jar
40 Crucible of Worlds
41 Staff of Domination
42 Scroll Rack
43 Akroma's Memorial
44 Mycosynth Lattice
45 Scuplting Steel
46 Mindslaver
47 Sun Droplet
48 Cauldron of Souls
49 Darksteel Forge
50 Rings of Brighthearth
51 Orochi Hatchery
52 Myr Matrix
Mana-Makers
53 Basalt Monolith
54 Mind Stone
55 Coalition Relic
56 Gilded Lotus
57 Sisay's Ring
58 Mana Vault
59 Thran Dynamo
60 Ur-Golem's Eye
61 Darksteel Ingot
62 Everflowing Chalice
63 Blinkmoth Urn
Lands
64 Blinkmoth Well
65 Crystal Vein
66 Scorched Ruins
67 Scrying Sheets
68 Mouth og Ronom
69 Ghost Town
70 Blinkmoth Nexus
71 Petrified Field
72 Dust Bowl
73 Urza's Factory
74 Coudpost
75 Reliquary Tower
76 High Market
77 Stalking Stones
78 Ancient Tomb
79 Tower of the Magistrate
80 Urza's Tower
81 Urza's Power Plant
82 Urza's Mine
83 Springjack Pasture
84 Blasted Landscape
85 Darksteel Citadel
86 Gargoyle Castle
87 Strip Mine
88 Quicksand
89 Mikokoro, Center of the Sea
90 Temple of the False God
91 Tectonic Edge
92 Winding Canyons
93 Dread Sanctuary
94 Deserted Temple
95 Rath's Edge
96 Ghost Quarter
97 Miren, the Moaning Well
98 God's Eye, Gate to the Reikei
99 Desert
100 Vesuva
This deck is my baby. Every time I play it, I win in a different way. It can win as most Karn decks do, and that's through artifact swings. It has an infinite mana combo that allows me to play just about anything at any time. It has the classic (and very DB) Darksteel Forge/Nevinyrral's Disk synergy. Also, let's not forget Mycosynth Lattice. And then there are all of the creatures that are almost unkillable thansk to Cauldron of Souls. It just has so much going for it....
But I still need to work on it. Obviously, the land base was difficult to come up with, and very expensive. I've still got a few colorless fillers I need replaced. Also, I'm looking for some more removal. I don't want any equipment (yes, even the Greaves) because I don't particularly care about my creatures so I don't need those recommendations, unless they can kill something (Jitte is out. I own two and they're in other EDH decks).
Anyways, thanks in advance for any suggestions
The deck looks pretty solid, althoug I think Lodestone Myr might be a nice addition. Oh, and a Sol Ring! Don't put in a Mana Crypt, they do you to much harm
On the manabase, I can't pass up the opportunity to recommend Mishra's Workshop :toot:. (I sure wish *I* bought one when they were just $50 a few years ago before the unrestriction....:)). But besides that, I think the Cloudpost is just an ETBT land without any benefits (ok, unless you play a Vesuva, but still...).
Rath's Edge is nice, but I don't think you'll be using that ability a lot. Other options: Rishadan Port, Wasteland or Petrified Field.
And there are also manlands you could consider: Mishra's Factory and Mutavault. Griffin Canyon, Elephant Graveyard and Swarmyard(politics? changelings? Duplicant imprinting a Rat/Elephant/Griffin? :p), Sheltered Valley (might gain you a few life)
And of course there are more lands with sometimes useful abilities: Mirrodin's Core (no idea what use the charge counters are for you, but if you can use them in any way, you could include it), Gemstone Caverns (you can drop it in turn 0) and Unstable Frontier (it might be useful somewhere in the game to be able to get a basic land type on the table).
Other options that have drawbacks but also larger benefits: City of Shadows (against stealing your creatures, but also against reanimating them out of your graveyard) and Hall of the Bandit Lord (can't tap it without losing life, but haste can be a big help).
Personally, I'm not a big fan of Ancient Tomb (and his friend City of Traitors). Yes, they are fast. But are you going to win fast? They will hurt you more than some of your opponents will...
Casual Commander player.
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Still, no Mana Crypt in casual for me. It draws attention...waaaay too much attention
Casual Commander player.
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It could just be my playgroup, but the people that I play with would rather me play Mana Crypt over cards like Wrath of God or cards like that. It's probably better in their opinion because they it doesn't affect their board positions.
I never did plan to put in Mana Crypt, nor do I think I'll ever get a Mishra's Workshop.
Sol Ring is on the way. Thanks for all the land recommendation. Honestly, a lot of the lands here are here because they were cheap, and colorless.
Casual Commander player.
Check this Magic Shop to buy singles and cards online in Europe!
Maze of Ith is really important. Count it as a spell rather than a land because it doesn't make mana. On the other hand, Urborg, Tomb of Yawgmoth counteracts that downside, and also gives you extra (nonbasic!) targets for Sundering Titan, which you should definitely also play. Oh, and on that note, Darksteel Colossus is large and in charge.
Expedition Map is actually probably worth a slot. You play so many lands with relevant abilities that it can be extremely important.
Arcbound Ravager can be important as well, mainly because it allows you to sacrifice anything at any time. This is a major bonus against common EDH spells like Return to Dust and Swords to Plowshares, and also Control Magic effects. Sometimes High Market isn't enough.
Mutavault and Swarmyard are pretty good together. Also, Mishra's Factory is probably worth a slot.
Vedalken Orrery is bonkers.
Finally, opting not to add Lightning Greaves is probably just a really bad idea. Protecting Karn is super important.
Thanks to Gabgabdevo for the awesome sig image!
I'm always looking for foil Madcap Skills and Ghitu Fire-Eater, [trade thread link forthcoming]