We're back with a second iteration of Karn's Artifact Playground! A few cards have been added and some have been taken out to more quickly fulfill our goal of crushing the opponent in a flood of Karn constructs (Karnlettes), Traxos and the final trigger off of Antiquities. The plan is simple: Jam artifact creatures that benefit each other in a tribal-like manner, but we have multiple ways of accomplishing this.
The Deck
The Game Enders (9)
All of the big hitting items in this deck sit in the 4-mana slot, but we have 4 different cards sitting here meaning your opponent can't expect to lose to the same thing twice.
- Karn, Scion of Urza (2)
- Tezzeret the Schemer (2)
- The Antiquities War (2)
- Traxos, Scourge of Kroog (3)
The Buddy System (18)
These cards help us accomplish our goal. Whether it's providing artifacts for Antiquities, untapping, or giving control a headache, it's here.
- Renegade Map (3)
- Treasure Map (4)
- Voltaic Servant (4)
- Scrapheap Scrounger (3)
- Marionette Master (2)
- Heart of Kiran (2)
The Interaction Package (12)
Most decks aren't great without interaction, and that's what we're packing in part of this deck. Battle at the Bridge is a handy dandy removes indestructible creature AND grants life. I like to use Walking Ballista as removal to both block something and then then ping away some of the nasty 1/1, 2/1, and 2/2 creatures the opponent won't swing with.
- Metallic Rebuke (2)
- Sorcerous Spyglass (2)
- Battle at the Bridge (4)
- Walking Ballista (4)
This Land is My Land (21)
Some lands like Inventor's Fair and Spire of Industry were just born for decks like this.
- Inventors' Fair (2)
- Spire of Industry (4)
- Arch of Orazca (2)
- Field of Ruin (2)
- Scavenger Grounds (3)
- Island (4)
- Swamp (4)
How she do
Summary
Survive until you have 4 lands on the field and go jam that sick 4-drop you've been holding. Any one of them will introduce a lot of power onto the field in a way unique to that card, and all of the 4-drop bombs play nicely together. Karn is a draw engine/army producer, Tezzeret plays ramp/removal/mini Antiquities all in one, Traxos brings 7/7 trample to the field for 4, and Antiquities is absolutely nuts.
In order to get there, play mostly artifacts and don't sac them unless absolutely necessary. Why? Antiquities, Tezzeret, Karn, and Traxos all benefit from having other artifacts on the field. Battle at the Bridge and Metallic Rebuke benefit from having lots of artifacts. Inventors' Fair will slowly net you life if you have - you guessed it - lots of artifacts.
The current build of the deck can fight control a lot better than aggro. Given the current status of U/W being hugely popular, this mainboard may be at an advantage. Nevertheless, the sideboard includes things to gear up for most matchups.
Individual Card Breakdown