Quote from Chantu9Y »Testing updates:
- I’ve taken out the Watchers. Not a fan of the card and feel like it slows us down at best. I will keep the 2x Soulherders though.
- Speaking of Soulherder shenanigans... SH into a Flickerwisp at the end of turn + opponents permanent = their target permanent removed for the entirety of their turn. That trick has legit won me a few games.
- I’ve decided to main deck 2 Dovins Veto as I’m facing a lot of combo and control online
- I was also debating on bringing back the Spreading Seas when I decided to test out Fblthp, the lost. Don’t laugh. For two mana I get a chump blocker and card advantage. It’s weaker than Thraben Inspector but requires less overall mana. Between FW and SH blinking out WoO and FtL, I’ve been getting consistent card draw on bodies to hold off the game. Maybe I’m crazy but I’m interested in testing it more after some promising results.
Quote from AtraxianShade »With all the "Lands in your graveyard matter" mechanics going around... Why not a Copper-leaf angel reprint?
Quote from CurdBros »Quote from natesroom »Can you explain i dont understand what Karn even does in this build??
Karn is a 1-card Combo. For 10 mana his static ability and Mycosynth Lattice (which his -2 allows us to tutor from our board) turns off the opponent’s land an activated abilities. I have yet to have an opponent who won after I played the combo.
This 10 mana can be split in two turns (4 for the Karn, then 6 for the Lattice) if need be.
Beyond the combo, he allows us to play a “wish board” of great artifact hate. We also have Oath of Nissa to find him.
He’s just a great win-condition while also allowing us to access and tutor for interaction even if you don’t have the mana for the combo (although generally if you have 4-mana 95% of the time you will have 6-mana the next turn). I’ve also had multiple games where I had 10-mana and just cast him and Lattice on the same turn.
Essentially, he’s just one of the best things you can do with 4-mana in Modern (and we have the ability to hit 4-mana on turn 2 and/or 10-mana on turn 3). He allows us a interaction and a different angle of attack without drastically effecting our main game plan.
That and his static ability hurts a lot of decks on its own (Affinity, Hardened Scales, Whir, Tron, etc.)
Quote from natesroom »Can you explain i dont understand what Karn even does in this build??