Karn, Scion of Urza
Legendary Planeswalker — Karn
+1: Reveal the top two cards of your library. An opponent chooses one of them. Put that card into your hand and exile the other with a silver counter on it.
-1: Put a card you own with a silver counter on it from exile into your hand.
-2: Create a 0/0 colorless Construct artifact creature token with "This creature gets +1/+1 for each artifact you control."
|Have (2)||Horizon97 , gildan_bladeborn|
|Want (3)||Thaelyn , Cactusman , ViRSneG|
Printings View all
|Ravnica Allegiance: Mythic Edition (RNAMED)||Mythic Rare|
|Dominaria (DOM)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Karn, Scion of Urza occurrence in decks from the last year
All decks: 0.34%
All decks: 0.04%
All decks: 0.28%
Commander / EDH:
All decks: 0.02%
Karn, Scion of Urza Discussion
1 month ago
You just gotta read through a few forum threads. Or go the hardcore route and just scour Gatherer to find the gems
Arcane Encyclopedia is sorta the bar that I evaluate draw engines against. It's not a bad card, but that's basically the bar. Anything that's worse should not be played but anything that's as good or better is probably ok. I played a lot of mono white, so the context is largely the same. When draw engines get cheaper than Arcane Encyclopedia they also get more restrictive, so just pick a few of the ones that fit your deck.
Jar of Eyeballs, Mazemind Tome, Phyrexian Portal, Endless Atlas, Treasure Map Flip, Azor's Gateway Flip, Journeyer's Kite, Thaumatic Compass Flip, Temple Bell, Liar's Pendulum, Bonder's Ornament, Eye of Yawgmoth, Icon of Ancestry, Phyrexian Grimoire and prolly a bunch more I missed.
Remember that when you play red you have access to cards like Faithless Looting, so just getting lands is fine.
Alternatively, theres always the option of just doubling down on Skullclamp and play equipment tutors to always have it, but if it were me I would try to utilize your cool commander ;)
Lastly, I noticed you run a lot of tapped lands. Since you are playing a heavy artifact deck, mana fixing actually becomes a lot less of an issue, so I would actually advise you to just run more basics. This deck should run totally fine with three plains or three mountains in your starting hand. But you lose a lot of tempo from playing Stone Quarry and friends.
Hope this helps, and good luck with the deck!
1 month ago
I pulled a Tinybones, Trinket Thief in one of my Jump Start boosters from buying an M21 box, and I am looking to trade it straight up for either an Allosaurus Shepherd or Bruvac the Grandiloquent. Is anyone interested in a 1 for 1 trade? We can always include other cards in the trade if so desired.
Outside of these two, I will consider trading it for a Mox Opal or a group of cards that includes at least two of the following: Elesh Norn, Grand Cenobite, Karn, Scion of Urza, Krark-Clan Ironworks, Metallic Mimic. Hit me up if you think we can make a deal!
UPDATE: No longer available. Traded in person
2 months ago
Karn, Scion of Urza would be a really good value engine for the deck. Unfortunately I only have one at the moment, so I have it in my Eldrazi deck.
It runs really well. Tawnos being cheap means he can drop early for some antics. Running his is pretty much 100% about getting as much value out of your cards as you can, and being able to either beat face with tokens/beefy artifacts or combo out with extra turns gives a couple fun avenues of winning.
2 months ago
Hi everyone, i want to build a "fair" urza build which in my opinion basically means: no stax and no infinite combos. I would like to know some suggestions about the possible win cons i could add to the deck (i'm on a budget so no >10$ cards). The ones that i had in mind were:
1) Construct army thanks to: Masterful Replication, Deadeye Navigator (without infinite mana i can't go infinite with constructs), Panharmonicon, Conjurer's Closet, Mirrormade, Karn, Scion of Urza and Mechanized Production
4) cast many spells with low cmc + Aetherflux Reservoir
If you have any other ideas for win cons it would be great.
3 months ago
The avg cmc seems a bit high, although you might not be able to do much about that. Koth of the Hammer seems a bit weak since you don’t have a lot of mountains. I would try to add Karn Liberated and Karn, Scion of Urza to help with colored mana issues. Lands that can double as ramp, as effectively as they can, like Ancient Tomb and Nykthos, Shrine to Nyx should be added. Cabal Coffers can also be very good but you would likely want to run more swamps and black planeswalkers to take advantage of that more, otherwise you are relying on urborg only, and that’s certainly not effective enough here. I would recommend utility lands also, like Strip Mine and Maze of Ith but there’s the color issue, and maze isn’t a land without urborg.
4 months ago
So there are several locations in the game, which she called "Zones".
Some formats have their own Zones, such as Commander and Brawl and also the "format" Oathbreaker having:
- Command Zone
There is also a Zone specifically made for Planeswalkers where Emblems go, should you acquire one. This is your:
- Emblem Zone
Another format with it's own Zone is Archenemy where you have Schemes.
In our case, we care about four specific Zones:
Firstly, let's clarify that you don't need to cast Inverter of Truth for it's ability to function, aka trigger. It merely says: "When Inverter of Truth enters the battlefield (...)". What this means is, yes you can cast it from your hand and let it resolve but you don't need to. Perhaps it's in your graveyard and you use Whip of Erebos to bring it into play. Maybe you get it from Chaos Warp or Eldritch Evolution. Perhaps it is copied as a result of Clone. However it enters the battlefield doesn't matter, only that it DOES
From here, three Zones are important. Let's go over what happens.
Firstly, let's suppose you have 36 cards in your library and you are playing with a normal 60 card deck. Of the remaining 24 cards, you have seven lands on the battlefield, three creatures, and five cards in hand.
- 24 - (7+3+5) = 9.
You have 9 cards in your graveyard.
Let's establish what you have first:
- Inverter of Truth is in your hand
- 36 cards in your library
- 9 cards in your graveyard
- 0 cards in exile
When Inverter of Truth enters the battlefield, you are going to take your 36 cards in your library and move the whole entire thing into your exile zone, face down.
- Sidenote: You only lose the game if you draw on a library that has zero cards. All of these events happen in succession as a singular ability. So for the very brief moment your library has zero cards in it, no you won't lose the game.
Okay, so now you have 36 cards in exile. Great.
Now you'll take your 9 cards from your graveyard and shuffle those 9 together like a new deck of cards. You ONLY shuffle these 9 cards together. Put all 9 into your library, meaning they become your new library.
From here, you now have the following:
- Inverter of Truth on the Battlefield
- 9 cards in your library
- 0 cards in your graveyard
- 36 cards in exile
So what Inverter does is it moves resources and information from different zones into new zones.
Why is this important, you might ask?
Well there was a card called Hedron Alignment. If you already had one on the battlefield, one in hand, and one in your graveyard you could use Inverter to force the last one (which would be in your library by default) into exile. Draw and get the last one back into your graveyard and you win the game.
You can also use Inverter to win the game if you have someone such as Jace, Wielder of Mysteries or Laboratory Maniac. This works by having a graveyard with 0 cards in it. You bring Inverter into play, get a library with 0 cards and you draw using something simple like Opt.
Similarly, if you can stall a game out long enough until you have maybe 40+ cards in your graveyard and you bring Inverter into play, now you have 40+ cards in your library again.
It's true that back then there was not strong exile synergy, but that is changing. There are cards being printed that is making Inverter viable, but it requires setup to win.
4 months ago
Not of This World to protect your beefy Thopter
Also, one or two more Myr Retriever effects might be useful.
+1 and happy deck building!