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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.

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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.

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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

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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!

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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!

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Date added 5 years
Last updated 5 years
Legality

This deck is not Modern legal.

Rarity (main - side)

10 - 0 Mythic Rares

16 - 0 Rares

16 - 0 Uncommons

18 - 0 Commons

Cards 60
Avg. CMC 2.56
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