Enjoy winning!
Do you want to play a unique artifact deck? Do you want to blow away your friends (and possibly lose them)? Do you want to drop a turn-3
Karn Liberated
and make your opponent concede basically immediately? Well, this is the deck for you!
Hello peeps.
No bullshit. Let's dive in to the powerhouse cards that make this deck what it is.
Karn Liberated
. What a dude. Hand disruption, removal, and a sick ultimate that if you manage to pull off, practically ensures you the game. There's a lot of potential for this guy, and many people don't see that.
Imagine this scenario:
Turn 1,
Urza's Tower
into
Expedition Map
.
Turn 2,
Urza's Power Plant
, cracking
Expedition Map
and tutoring
Urza's Mine
.
Turn 3, you have 7 mana, power into
Karn Liberated
, start exiling cards.
It's absolutely absurd
This kind of scenario isn't completely impossible either. Maybe you dont always power out a Karn turn 3, but perhaps 4 or 5. That's still 3 turns early! This early in the game, it's very unlikely that your opponent has a reliable way to deal with it as well.
Another way to use Karn is to exile your own cards. Let's say we've got some of Urza's lands in hand, and some on the battlefield. If we manage to exile all three components, and then restart the game, thats 7 mana turn 1. That's not counting all the other permanents you'll have on the battlefield from your opponent. Chances are you'll have a few more lands, a couple creatures and maybe even some more. That will all just be more value for you.
This is also one of those signature cards that just makes this deck a whole lot more powerful. A playset is expensive, around $150-$200, but this is one card that I can vouch for. A much cheaper alternative could be
Norn's Annex
, which slows down creatures, but it just isn't as strong. It will cost you more ( compared to ), and it does less. Nevertheless,
Norn's Annex
will still do a great job.
Anyways,
Ensnaring Bridge
. This thing is lethal. You'll have no problem with staying alive if you drop one of these. Often, you will have zero cards in hand when you play this deck, which means you cant be attacked if you have a bridge out. This cool has some pretty cool interactions though, especially with
Bottled Cloister
. Heres an example:
Let's say you have an
Ensnaring Bridge
in play and 6 cards in hand. Fairly weak, because they will most likely be able to attack you. But now, you play
Bottled Cloister
. Think about it for a second... you exile all your cards from your hand, meaning your hand size is zero during their turn. That means they cant attack you. It doesnt stay that way though, since when its yourn turn, you get all those cards back, plus you get to draw an extra card each turn. Several
Bottled Cloister
's = more card draw.
This isn't without drawbacks though. Exiling your whole hand during your opponents turn means you cant respond to anything, and in many decks thats a game changer, but not here. We dont have any cards that we can play during our opponents turn (Ok fine, we have
Dismember
), so for us that doesnt matter. For us,
Bottled Cloister
is more card draw for us, and a combo-card with
Ensnaring Bridge
So yeah. Not much to say about him, other than the he is a god. Like, Literally a god.
Ugin allows you to bolt things with his +. Opponents, planeswalkers and creatures are all susceptible to this ability. If he cant bolt it, he can wipe it out with his - ability. Dont worry, using it wont wipe out anything you have on the board because you're basically all colorless anyway. If you manage to exile Ugin with
Karn Liberated
, you start the game with him on the board which is some next level shit.
Ugins ultimate is also one of those "Fine you win" abilities. You gain 7, which is amazing value here. Chances are you've lost a lot of health, either through
Dismember
or
Underground River
, or just taking face damage, so that HP is more than welcome (Thats also why I run 2x
Elixir of Immortality
mainboard, I often find myself balancing out the game at around 5-8 HP, and Elixirs have saved me several times). Drawing 7 is dangerously strong, and you often find yourself trying to rearrange your entire board to fit all your cards. Through this ability, you can play colored cards like
Tezzeret, Agent of Bolas
if you havent managed to do that through
Underground River
yet.
That brings us to our next card!
Here you have the artifact god!
He Lets you cycle through your deck with his + so you can find your powerhouse artifacts like
Crucible of Worlds
and
Ensnaring Bridge
quickly. When you've spent your
Contagion Clasp
you can turn them into 5/5's with his -.
His ultimate is yet another win-con. You will easily wind up with 10-15 artifacts in play simultaneously, which in turn can end up sending a 30 DMG missile straight to your opponents face. Even if they manage to survive that, you'll have gained that life, and gotten yourself to a better boardposition than ever before.
The deck is constantly changing! I'm trying out different types of manabases, all revolving around
Urza's Mine
,
Urza's Tower
and
Urza's Power Plant
. Im testing
Underground River
to see how effectively it can power out my
Tezzeret, Agent of Bolas
. I'm also thinking I'll try other dual lands to see how well they perform, like
Temple of Deceit
,
Creeping Tar Pit
and
Watery Grave
.
Dreadship Reef
has also crossed my mind a couple times, but I'd love to hear what you guys have to say!
All suggestions, all criticism and all comments are welcome! Thank you!