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 Post subject: Karn, the Durdle Voltron
AgePosted: 2014-Oct-05 2:56 am 
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Joined: 2012-Dec-03 3:16 am
Age: Elder Dragon
So this deck has been together for a while, it does pretty well as long as people don't focus me... One of the best games was when I dropped Karn turn 3 and turn 4 dropped Eldrazi Conscription, when I threw Argentum Armor on him as well on turn 6 and destroyed my semi-nemesis, I was justifiably the Arch-enemy.

What I am looking for more than anything is some ideas on better lands so I will start with those. If you have suggestions on the deck feel free to add those as well. Budget is pretty flexible. There is no Ancient Tomb because the deck has won several times and so I often get focused. If I play outside of my regular playgroup Karn, Silver Golem is often associated with fast combos, and I have a lot of fast mana, so people often don't believe me when I say "I'm not that guy..."

I have avoided any of the altars on purpose for two reasons, I do not want infinite and I do not run a lot of creatures to sacrifice anyways.

The budget is not a huge concern, but no I am not buying another Mana Crypt for this deck as I am not taking it to a tournament ever.

Lands I want to replace:



Hate cards that should be replaced (lower priority than the above)


Other lands for reference



Artifact Mana/Fetch



Creatures


Other


_________________
Shabbaman wrote:
The usual answer is "the social contract", but I guess that is not what you are looking for. Try house rules.


With perfect mana, reasonable removal, disruption, and card advantage, we're back to pitchforks and torches. And it's about to get worse for those who do not enjoy the game as Richard Garfield intended, playing as few win conditions as possible and prompting concession after all hopes (and spells) are lost. - Shaheen Soorani


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 Post subject: Re: Karn, the Durdle Voltron
AgePosted: 2014-Oct-05 3:31 am 

Joined: 2010-Sep-11 12:19 pm
Age: Elder Dragon
I stopped reading when it said turn four eldrazi conscription.


Rabble rabble.


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 Post subject: Re: Karn, the Durdle Voltron
AgePosted: 2014-Oct-05 4:16 am 

Joined: 2009-Nov-28 7:07 am
Age: Elder Dragon
The Karn, Silver Golem deck I currently own/run once a blue moon. Hasn't been updated for two years+.

Lands:
Ancient Tomb
City of Traitors
Temple of the False God
Mishra's Workshop
Urza's Mine
Urza's Power Plant
Urza's Tower
Blinkmoth Nexus
Inkmoth Nexus
Mishra's Factory
Mutavault
Mystifying Maze
Quicksand
Rogue's Passage
Tower of the Magistrate
Darksteel Citadel
Miren, the Moaning Well
Mikokoro, Center of the Sea
Blinkmoth Well
Vesuva
Ghost Town
Deserted Temple
Urza's Factory
Crystal Vein
Homeward Path
Gemstone Caverns
Phyrexia's Core
High Market
Buried Ruin
Maze of Shadows
Ghost Quarter
Dust Bowl
Petrified Field
Rashadan Port
Strip Mine
Tectonic Edge
The Tabernacle at Pendrell Vale
Maze of Ith

(missing Wasteland... which is going to continue to be the story at the rediculus price it now requires)

Ramp:
Mana Crypt
Mox Opal
Everglowing Chalice
Mana Vault
Grim Monolith
Mind Stone
Basalt Monolith
Worn Powerstone
Thran Dynamo
Blinkmoth Urn

(apparently missing Sol Ring, I don't know why...)

Creatures
Copper Gnomes
Lodestone Golem
Kuldotha Forgemaster
Wurmcoil Engine
Duplicant
Steel Hellkite

1 CMC Artifacts:
Expedition Map
Voltaic Key

2 CMC Artifacts:
Defense Grid
Liquimetal Coating
Winter Orb
Torpor Orb
3 CMC Artifacts:

Trinisphere
Semblance Anvil
Ring of Gix
Storage Matrix
Oblivion Stone
Tangle Wire
Arena of the Ancients
Static Orb
Crucible of Worlds
Rings of Brighthearth
Sculpting Steel
Forcefield

4 CMC Artifacts:
Nevinyrral's Disk
Bottled Cloister
Icy Manipulator
Voltaic Contruct
Clock of Omens
Prototype Portal
Null Brooch
Smokestack
Portcullis
Unwinding Clock
Uba Mask
Isolation Cell
Erratic Portal

5++ CMC Artifacts:
Mirrorworks
Predator, Flagship
Memory Jar
Mind's Eye
Mycosynth Lattice
Mindslaver
Planar Portal
Urza's Blueprints
Spine of Ish Sah
All is Dust
Karn Liberated
Possessed Portal
Darksteel Forge
Chalice of the Void

I'd probably try to squeeze in staff of Nin for some more draw. Perhaps Soul of New Phyrexia.


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 Post subject: Re: Karn, the Durdle Voltron
AgePosted: 2014-Oct-05 4:21 am 
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Joined: 2010-Aug-06 1:54 am
Age: Elder Dragon
Location: USA
Unless I missed something about personal playgroup preferences, just a note to the OP that Emrakul, the Aeons Torn is banned :wink: Otherwise, I'd say it's a pretty solid Mono-Brown deck and I agree that Junk Diver deserves a place in the list. It does wonders in my Bosh, Iron Golem list along with Trading Post. ....Also, Trading Post, I highly recommend that card in an artifact centric deck 8)

_________________
A few of my EDH Generals:
~ Mayael the Anima - Mayael the 5-Power Stompy
~ Marath, Will of the Wild - An EDH Teacher deck (Tribal Beasts)
~ Rhys the Redeemed - Tokens... Why do they keep coming!?
~ Bosh, Iron Golem - Legend of the Iron Giants
~ Damia, Sage of Stone - All Creatures Great & Small


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 Post subject: Re: Karn, the Durdle Voltron
AgePosted: 2014-Oct-05 5:32 am 
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Joined: 2012-Dec-03 3:16 am
Age: Elder Dragon
@Joz I have no way of tutoring and it happened once out of 15+ games. It was explosive and my group likes to get in more than one game per year. Having a game durdle for 3+ hours isn't what we enjoy. An average game lasts about 45 minutes.

We still have a no commander ban list, and so all the Eldrazi titans are on that list but okay in the 99.

_________________
Shabbaman wrote:
The usual answer is "the social contract", but I guess that is not what you are looking for. Try house rules.


With perfect mana, reasonable removal, disruption, and card advantage, we're back to pitchforks and torches. And it's about to get worse for those who do not enjoy the game as Richard Garfield intended, playing as few win conditions as possible and prompting concession after all hopes (and spells) are lost. - Shaheen Soorani


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