Karn-Coil Cannon

by Majician on 05 August 2011

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (4)


Artifacts (7)

Land (4)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

A non-standard take on an interesting Colorless Control deck I saw recently. I call it control-ish tempo, because you can get insanely fast starts. If you're familiar with artifact decks of late, there's not a whole lot new here, aside from what I feel is a tight focus and balance that many arty decks seem to be lacking.

Classic artifact untapping/proliferating/charge counter craziness; creature/permanent removal; KARN of course; Urza's lands for gobs of mana, supplemented by great utility lands (Inkmoth is the not-so-hidden gem here, in so many ways.)

This thing actually gets going pretty quickly despite it's crazy mana curve, and can lock the board down very early. It may take a punch or two before it can stop further attacks, but once you get it rolling it's pretty hard to stop. Turn 3 or 4 Karn/Hellkite/Wurmcoil can be bonkers, and with untapping goodness and Lux Cannon support, this thing blows shit up.

Any suggestions are always welcome and appreciated! Since this is non-standard, I'm open to just about anything, except super-expensive cards (Mishra's Workshop -_-).


Sideboard:
-Ratchet bombs can take out groups of weenies
-Spellskites for meanies
-Strip Mines are a no-brainer against Valakut/anyone using manlands or other such powerful lands.
-Torpor Orb is pretty self-explanatory (Titans/Gatekeepers, I'm looking at you!)


EDIT: Expedition Maps are a GO. I don't know what I was thinking not including them - paying 3 mana total to transform my mana-base from a measly 2 into an epic 7 is downright amazing. It slows me down for a turn, but gives me a huge leap from then on.

EDIT: Mishra's Factory is a GO. It's such an amazing manland that I've overlooked for a long time. They are infinitely more useful than Mystifying Maze (which is cool but just costs too much to activate.) Props to Androstosity for suggesting it to me!

Deck Tags

  • Control

Deck at a Glance

Social Stats

39
Likes

This deck has been viewed 18,339 times.

Mana Curve

Mana Symbol Occurrence

04000

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Karn-Coil Cannon

Wow when I first saw that mana curve I was like no way but it actually plays out! Since you're running mad untap and proliferate type stuff, I totally think you should put in Grindclock as an extra win condition (and pain in the ass), but man I don't know what you should take out. It'd only be really good if you had 4 ofs or at very least 3 of them, but all the 4 ofs you have are pretty crucial to the stategy here.

Turn 3 Karn for the win!!!! The urza's lands make me want to make a colorless deck too lol

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Posted 06 August 2011 at 22:19

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Yeah man, I really want those Grindclocks...I'd put 3 in, but there's literally nothing I can take out for them. The denial/sweep is way too crucial...I'll probably make another colorless charge counter variation that includes them.

Isn't this deck beast though? It seriously fucks shit up, and is usually quick about it. The only drawback is that 3 of it's most crucial pieces are expensive as hell...2 Karns, 4 Wurmcoils and 4 Inkmoth Nexuses net about $90, although that's really not that bad for such a good deck. All the other cards are relatively cheap except All is Dust, which are like $6 a pop. I was thinking about maybe swapping 1 Wurmcoil for 1 Hellkite and 2 Grindclocks for the 2 All is Dust to make it more affordable, but that would only be detrimental really. Sweeping an opponent's entire board (except lands) with sacrificing is EXTREMELY win!

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Posted 07 August 2011 at 01:45

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you could probably put those grindclocks in along with a couple more land, i find 65 cards to be a really consistent number when the right deck calls for that many cards, especially a control deck which can fully utilize extra resources

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Posted 21 January 2012 at 22:20

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Nice deck..

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Posted 14 December 2011 at 20:14

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Thanks! I appreciate it :)

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Posted 10 January 2012 at 23:09

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Sweet Plan Arty decks kick ass. Check mine out any suggestions would be great.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=271710

Thanks.

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Posted 15 December 2011 at 19:09

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Thanks! I'll give yours a look in a bit for sure!

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Posted 10 January 2012 at 23:12

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I really love pure colorless decks and this one looks like a monster. As for a suggestion so I'm not just spamming complements and actually attempting to help.....

Have you looked into mishra's factory? Legacy rules allow for some sillyness when you use it to block. One of the best manlands you can possibly drop anywhere..... Just checked the price too. 3-4$ from the right set. Not bad, neh?

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Posted 16 December 2011 at 21:06

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Very nice! I hadn't considered Mishra's Factory before, but there seems to be no reason not to use them, especially since I can block with it and then use itself to pump it up to a 3/3 :) I think Mystifying Mazes are out... they have definitely helped me a handful of times, but the 4 cost is just too expensive, and man lands are just awesome in general (Celestial Colonnade has won me so many games I can't even count.) Thank you for the suggestion!

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Posted 10 January 2012 at 23:17

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Pretty cool arty deck you have here. My suggestion to you though would be to replace the "Surge Nodes" with "Energy Chambers"

Chambers will have tons more use in your deck as opposed to the Nodes.

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Posted 17 December 2011 at 23:11

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But Unwinding Clock and Voltaic Key synergy!

I've definitely considered Energy Chambers though. I'm now considering using 2 of them and 2 Surge Nodes, or something. I must play test!!

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Posted 08 January 2012 at 01:37

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i just tested this on cockatrice and i LOVED IT !!!
turn 1 : expedition map ( after one of urza 's lands )
turn 2 : another urza land , crack expedition map
turn 3 : wurmcoil engine after the last urza land
turn 4 : all is dust and attacking with my engine

from there on i had some more control and he barely touched me ( an affinity deck ! )

+1 from me

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Posted 18 December 2011 at 19:45

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p.s : i think it's more of a tempo deck not control ( if you have the proper hand it allows great starts )

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Posted 18 December 2011 at 19:48

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I'm glad you like it so much! The scenario you just described feels SO good to play. This is easily one of my favorite decks to play with. It's not OP to the point where my friends wouldn't play against it (like some of my other decks), but it has hardly lost, ever. Even when Karn is resetting the game with half of their stuff under my control, my friends are still like "GOD that's cool."...right before they scoop lol

It is definitely tempo, but I think it's very control-ish, at least as much as this type of deck can be... it has wipes, spot removal, and creature tapping. It honestly had a lot more straight control when I initially made it. I'm just going to call it a control-ish tempo deck haha.

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Posted 10 January 2012 at 23:44

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I gotta admit its a pretty cool deck, however i would definatly add a couple of elixer of immortality's in to not only recover some life from the earlier rounds but more importantly recover some vital cards from your graveyard. I would remove 1 x Surge Node and 1 x Tumble Magnet

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Posted 11 January 2012 at 01:59

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Thanks for the suggestion! Elixir is definitely a cool card, my buddy uses it to annoy me whenever I bust out mill haha. Delaying the inevitable! Really though, life is hardly ever an issue when I play with this. Wurmcoil usually handles any life gain, and most of the time it isn't even necessary. Elixir is a great card though, I just don't think it's really needed here.

Also personally, I like to dig through my deck a lot - as opposed to refilling it - although a few decks I've made use Elixir. One in particular uses it to refill my deck which is basically used as ammunition for a one-shot kill. I'm actually pretty proud of this deck, it's really budget and has an extremely lethal combo; you (and everyone!) should check it out!

http://www.mtgvault.com/ViewDeck.aspx?DeckID=256519

Again, thanks for the comment man!

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Posted 11 January 2012 at 02:50

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dgallo911 has deleted this comment.

Posted 11 January 2012 at 02:16

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I really like the mana jump here, Wurmcoil turn 3 is scaaaarryyy.

Check out my new B/W deck: Deck link: http://www.mtgvault.com/ViewDeck.aspx?DeckID=281835

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Posted 12 January 2012 at 17:06

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Rly cool deck, first I didnt like that planeswalker but after I saw him in a couple of decks I liked him because he gives u a 1st turn with a ton of cards, including some your opponents had :D . I wonder if those urza lands go well with eldrazi decks... would be awesome.

Please check and comment my monogreen creature deck: http://www.mtgvault.com/ViewDeck.aspx?DeckID=281537

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Posted 12 January 2012 at 18:58

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http://www.mtgvault.com/ViewDeck.aspx?DeckID=280410

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Posted 13 January 2012 at 02:18

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You really should get some Unwinding Clock in here Period :P

But nice deck

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Posted 13 January 2012 at 13:25

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I already run 2 Unwinding Clocks, but thanks for the comment!

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Posted 13 January 2012 at 16:27

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If you do need more accel (Although it doesn't look like it), you should try Cloudpost

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Posted 13 January 2012 at 20:55

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I've actually been considering using Cloudposts, Glimmerposts, and Vesuvas in place of the Urza's lands, but I don't actually own any of them. I'm going to get them eventually and I will test out the differences. Thanks for the comment!

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Posted 18 January 2012 at 01:48

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I really like it. Tough ratchet bomb main seems like a good idea against aggro.

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Posted 15 January 2012 at 20:59

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Yeah, Ratchet Bombs mess up all sorts of deck types. Especially token-based aggro. 2 mana, tap, sac, "What human army?"

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Posted 18 January 2012 at 01:50

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Mox Opal perhaps? Metal craft is not an issue and saves you to life for the gambits.

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Posted 15 January 2012 at 21:04

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Mox Opal is a great card, but I feel like it would be out of place here. The land base should really take care of all the mana needs; I don't think adding one extra mana would really benefit me since I would have to take out some type of utility card or something, and I really like the balance the way it is right now. I appreciate the suggestion though! I generally like to use the Opal with a bunch of 0 drop artifacts in combo decks and what-not.

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Posted 18 January 2012 at 01:54

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Have you considered Mycosyncth Wells? they only cost two, then you sacrifice them right away and walk away with two basic lands in your hand.

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Posted 16 January 2012 at 06:28

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Mycosynth Wellspring only nets you one at first, then you have to put it into your graveyard somehow to get a second.

It's an interesting card, but it only lets you pull out basic land...which I have none of in this deck!

Thanks for the comment though :)

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Posted 18 January 2012 at 01:58

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decided to put the likes to a hundred great deck man would be a pain to play against

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Posted 19 January 2012 at 21:33

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Thanks so much! Haha yeah my friends hate it. 1 v 1 they can't run enough artifact removal to deal with it, even with Creeping Corrosion, Inkmoth poison and proliferate prevails!

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Posted 20 January 2012 at 03:41

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U think land destruction could stop it if enough of it to shut down the mines and stuff like this probably not in its current for but maybe a little tweaking.
http://www.mtgvault.com/ViewDeck.aspx?DeckID=284623

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Posted 22 January 2012 at 01:52

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Hey nice deck... Check out my colorless deck. http://www.mtgvault.com/ViewDeck.aspx?DeckID=173181

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Posted 20 January 2012 at 02:58

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Pence has deleted this comment.

Posted 24 January 2012 at 22:53

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frankietown has deleted this comment.

Posted 05 May 2012 at 02:15

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hello! i created and account just so i can make a comment. i liked this deck a lot and i'm splurging a little bit to start buying all the parts for it! thanks for the inspirati

i have a few questions: how do you feel about emrakul instead of the hellkite. you think with all the pump and everflowing chalice that it would be possible to hardcast him as a different win condition?

and my other question is how do you do against burn decks? mill decks? against creature decks this is definitely a winner. but how have you faired against other types of more spell-oriented decks?

thanks for your input and thank you again for posting this!

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Posted 05 May 2012 at 02:16

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