At the beginning of your upkeep, investigate. (Put a colorless Clue artifact token onto the battlefield with "2, Sacrifice this artifact: Draw a card.")
Tap, Sacrifice three Clues: Search your library for a card and put that card into your hand. Then shuffle your library.
I can't say it's an auto inclusion, but has some versatility. Thoughts?
Without other cluemakers, this wouldn't make the cut for me. Say this thing comes down turn 4. You have until turn 7 before you benefit from it - if no one blows up your clues.
I think even without the search ability, the fact the clues are a mana sink for a draw engine is useful in of itself.
Private Mod Note
():
Rollback Post to RevisionRollBack
Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
~~~~~
Thanks! I was travelling for Halloween this past weekend and haven't been on my phone enough to be able to catch up with this. This could be great news - but we'll have to see how they have "solved" the problem.
Popular speculation is that this land is basic land without any subtype.
Private Mod Note
():
Rollback Post to RevisionRollBack
Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
~~~~~
After browsing the Kozilek Primer, one card that I've been considering for Karn, Silver Golem that Salvaging Station should make a crossover for two reasons.
First, it is a utility card to allow us to abuse cards like Expedition Map, Tormod's Crypt, Scrabbling Claws, as well as play a role in mana artifact recovery like retrieving Sol Ring.
Second, it can produce infinite mana with Mana Crypt and Karn, Silver Golem, making for a back-up plan should something unfortunate happen to Voltaic Construct. Also, summoning sickness isn't a factor with the Salvaging Station route. But granted, there is a budget issue with Mana Crypt.
I think that the new Esper Karn is pretty unoriginal - and it's not going to lure me away from playing a mono-brown deck. Esper artifacts will be up there with Sharuum and Arcum in power level - so hurray for people that like that, I guess ? In my experience, Esper doesn't really need any help making people NOT want to play with them. What Esper really needs is a group hug general.
Did I say making an esper Karn seems lazy ? Especially if they don't make a bant enchantress general with a karn-like enchantment-animation ability now. Additionally, they still need Barry's land - the colorless-mana-only basic land. That'd make me a happy player.
The benefit of Sydri is that Sydri players are going to get to play our strategy with tutors (Demonic Tutor), extensive protection (Counterspell), and whatever white brings (I'm going to say Elspeth, Knight-Errant), which like you said, will leave Sydri players without many friends.
At the end of the day, I think Sydri will probably make a stronger competitive general, but Karn will remain a more fair (and by extension, fun) general which will at least keep friends because everyone knows Esper is one of the most difficult card combinations to beat.
Interesting experiment we could try though. Give a Karn list a colored mana base, swap out Karn for Sydri, change no other nonland card, and see what happens.
Private Mod Note
():
Rollback Post to RevisionRollBack
Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
~~~~~
Does staff give us the ability for any invite combos? I mean can we get enough mana to keep a loop going with it?
Staff of Domination gives you access to infinite combos as you can draw your entire deck with the last ability. The only other things that Staff of Domination does with infinite mana by itself is tap down a lot of creatures, and gain an arbitrarily amount of life (i.e. over nine million).
Edit: with the untap effect, you could also infinitely untap any creature to reuse its tap effect, but in Karn, that mostly should be left to Voltic Construct because it requires less mana.
Yes. Even without an arbitrary large number of mana to generate infinite life and card draw, which is what Karn does, Staff of Domination is still combat tricks, slow life gain, and a mana sink for card drawing cards. All things that any EDHC deck likes to see.
Private Mod Note
():
Rollback Post to RevisionRollBack
Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
~~~~~
EDIT: My list is very tight right now, so I couldn't afford 2 or 3 slots to support this. However, if you feel you DO have the space to try it out, give it a shot - and take mental notes on how well it does for you.
Also, to drag this back to my previous post on the last page: Speaking of space, I'm still looking for feedback on my deck.
Problem is that no one is going to let you live for too long if you drop Darksteel Reactor without a way to accelerate it rapidly. But it does sound like fun... especially considering the potential with Contagion Engine and other cards.
Private Mod Note
():
Rollback Post to RevisionRollBack
Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
~~~~~
So I've been playing the deck for a couple of weeks now. I'm liking it alright, but I'm open to suggestions for changes or additions. The one that I know I want to find room to fit in is Shimmer Myr because I do like the idea of having surprises on my opponent's turn.
I like it !
You gotta give me some info, though. What's your meta like ? What decks ? What do you like ? Whatcha wanna change ?
Flesh it out and we'll see what we can do !
I'm not entirely sure what I want to do with my deck, but my playgroup is all over the place from casual to super competitive because I go between two to three playgroups.
Any and all suggestions regarding cards on this list or cards not on this list are greatly appreciated. Basically I want it to be competitive, but not to where it is always "that deck." I know that depends a lot on me as the player, but that is also reflected in my card choices as well.
Private Mod Note
():
Rollback Post to RevisionRollBack
Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
~~~~~
So I've been playing the deck for a couple of weeks now. I'm liking it alright, but I'm open to suggestions for changes or additions. The one that I know I want to find room to fit in is Shimmer Myr because I do like the idea of having surprises on my opponent's turn.
candidus inperti; si nil, his utere mecum.
~~~~~
candidus inperti; si nil, his utere mecum.
~~~~~
The Cave is coming.
candidus inperti; si nil, his utere mecum.
~~~~~
Update Here
candidus inperti; si nil, his utere mecum.
~~~~~
First, it is a utility card to allow us to abuse cards like Expedition Map, Tormod's Crypt, Scrabbling Claws, as well as play a role in mana artifact recovery like retrieving Sol Ring.
Second, it can produce infinite mana with Mana Crypt and Karn, Silver Golem, making for a back-up plan should something unfortunate happen to Voltaic Construct. Also, summoning sickness isn't a factor with the Salvaging Station route. But granted, there is a budget issue with Mana Crypt.
candidus inperti; si nil, his utere mecum.
~~~~~
The benefit of Sydri is that Sydri players are going to get to play our strategy with tutors (Demonic Tutor), extensive protection (Counterspell), and whatever white brings (I'm going to say Elspeth, Knight-Errant), which like you said, will leave Sydri players without many friends.
At the end of the day, I think Sydri will probably make a stronger competitive general, but Karn will remain a more fair (and by extension, fun) general which will at least keep friends because everyone knows Esper is one of the most difficult card combinations to beat.
Interesting experiment we could try though. Give a Karn list a colored mana base, swap out Karn for Sydri, change no other nonland card, and see what happens.
candidus inperti; si nil, his utere mecum.
~~~~~
Staff of Domination gives you access to infinite combos as you can draw your entire deck with the last ability. The only other things that Staff of Domination does with infinite mana by itself is tap down a lot of creatures, and gain an arbitrarily amount of life (i.e. over nine million).
Edit: with the untap effect, you could also infinitely untap any creature to reuse its tap effect, but in Karn, that mostly should be left to Voltic Construct because it requires less mana.
candidus inperti; si nil, his utere mecum.
~~~~~
candidus inperti; si nil, his utere mecum.
~~~~~
Also, to drag this back to my previous post on the last page: Speaking of space, I'm still looking for feedback on my deck.
candidus inperti; si nil, his utere mecum.
~~~~~
If you get the Voltaic Construct infinite mana loop going, you can just animate Contagion Engine or Contagion Clasp and win that turn.
Problem is that no one is going to let you live for too long if you drop Darksteel Reactor without a way to accelerate it rapidly. But it does sound like fun... especially considering the potential with Contagion Engine and other cards.
candidus inperti; si nil, his utere mecum.
~~~~~
I'm not entirely sure what I want to do with my deck, but my playgroup is all over the place from casual to super competitive because I go between two to three playgroups.
Here are cards I'm considering making room for:
1 Shimmer Myr
1 Staff of Domination
In consideration but not necessary:
1 Batterskull
1 Dreamstone Hedron
1 Forcefield
1 Gilded Lotus
1 Glaring Spotlight
1 Mimic Vat
1 Moonsilver Spear
1 Myr Turbine
1 Platinum Angel
1 Predator, Flagship
1 Phyrexian Processor
1 Relic of Progenitus
1 Semblance Anvil
1 Soul Conduit
1 Swiftfoot Boots
1 Vedalken Orrery
1 Witchbane Orb
1 Wurmcoil Engine
1 Citanul Flute
1 Darksteel Colossus
1 Dust Bowl
1 Ghost Quarter
1 Glacial Chasm
1 Goblin Cannon
1 Lightning Greaves
1 Mindslaver
1 Miren, the Moaning Well
1 Urza's Factory
Any and all suggestions regarding cards on this list or cards not on this list are greatly appreciated. Basically I want it to be competitive, but not to where it is always "that deck." I know that depends a lot on me as the player, but that is also reflected in my card choices as well.
candidus inperti; si nil, his utere mecum.
~~~~~
1 Karn, Silver Golem
Lands: 37
1 Ancient Tomb
1 Blasted Landscape
1 Blinkmoth Nexus
1 Blinkmoth Well
1 Buried Ruin
1 Cavern of Souls
1 Cloudpost
1 Crystal Vein
1 Dark Depths
1 Darksteel Citadel
1 Deserted Temple
1 Eldrazi Temple
1 Eye of Ugin
1 Glimmerpost
1 Homeward Path
1 Inkmoth Nexus
1 Maze of Ith
1 Mikokoro, Center of the Sea
1 Mystifying Maze
1 Mishra's Factory
1 Mishra's Workshop
1 Petrified Field
1 Phyrexia's Core
1 Reliquary Tower
1 Rishadan Port
1 Springjack Pasture
1 Strip Mine
1 Temple of the False God
1 Thespian's Stage
1 Tower of the Magistrate
1 Urborg, Tomb of Yawgmoth
1 Urza's Mine
1 Urza's Power Plant
1 Urza's Tower
1 Vesuva
1 Wasteland
1 Zoetic Cavern
1 Duplicant
1 Kozilek, Butcher of Truth
1 Kudoltha Forgemaster
1 Mycosynth Golem
1 Myr Battlesphere
1 Lodestone Golem
1 Scarecrone
1 Ulamog, the Infinite Gyre
1 Voltaic Construct
Artifacts: 52
1 Akroma's Memorial
1 Basalt Monolith
1 Blinkmoth Urn
1 Clock of Omens
1 Cloud Key
1 Crystal Ball
1 Crucible of Worlds
1 Darksteel Forge
1 Druidic Satchel
1 Erratic Portal
1 Everflowing Chalice
1 Expedition Map
1 Grim Monolith
1 Howling Mine
1 Ice Cauldron
1 Illusionist's Bracers
1 Mana Crypt
1 Mana Vault
1 Meekstone
1 Memory Jar
1 Mind's Eye
1 Mind Stone
1 Mirrorworks
1 Mycosynth Lattice
1 Nevinyrral's Disk
1 Nim Deathmantle
1 Nova Pentacle
1 Oblivion Stone
1 Ornate Kanzashi
1 Planar Portal
1 Relic Barrier
1 Rings of Brighthearth
1 Scroll Rack
1 Sculpting Steel
1 Sensei's Divining Top
1 Serum Tank
1 Skullclamp
1 Sol Ring
1 Spine of Ish Sah
1 Staff of Nin
1 Static Orb
1 Skyship Weatherlight
1 Tawnos's Coffin
1 Thran Dynamo
1 Torpor Orb
1 Tower of Fortunes
1 Trading Post
1 Trinisphere
1 Unwinding Clock
1 Voltaic Key
1 Worn Powerstone
1 Karn Liberated
Sorcery: 1
1 All is Dust
So I've been playing the deck for a couple of weeks now. I'm liking it alright, but I'm open to suggestions for changes or additions. The one that I know I want to find room to fit in is Shimmer Myr because I do like the idea of having surprises on my opponent's turn.
candidus inperti; si nil, his utere mecum.
~~~~~
I know you already have the Thespian's Stage and Vesuva, but if the deck can assemble it reliably, that's 13 you can get out of four lands.
candidus inperti; si nil, his utere mecum.
~~~~~