Karn, Scion of Urza hit the Dominaria scene pretty hard. He's a colorless Planeswalker that can go in nearly any deck and offers card draw. However, most decks don't take advantage of what I believe to be the most important ability that I want to abuse: -2: Create a 0/0 colorless Construct artifact creature token that gets +1/+1 for each ARTIFACT you control. That's any artifact, not just creatures. That got me thinking how this could be abused with little tiny artifacts like Treasure tokens and Servos.
And thus, Karn's Artifact Playground was born. This deck aims to provide very stable gameplay by being mostly colorless artifacts in a tribal-like form.
One Karn a deck does not make, however. Fortunately, some more powerhouse artifacts came out in Dominaria: Traxos, Scourge of Kroog is namely one of them. A 7/7 trample for 4 is something to behold, however it takes either the entry of an artifact or a little buddy named Voltaic Servant to keep it up and running. I like Voltaic Servant because it can untap any artifact card at the end step, whether it's Traxos or another key card that's might be needed during the opponent's turn.
The Weatherlight has also returned, and this deck runs two. This is the answer to flying enemies and also digs for artifact cards deeper in the deck. If we haven't found our Traxos or Servant yet, this will certainly seal the deal.
At first, I wanted this to be completely colorless, but one card pushed me well into black/blue territory: Tezzeret the Schemer. All 3 of Tez's abilities are useful here: the +1 makes artifacts like Treasures that both ramp and power Karn's constructs, the -2 can remove big threats in the form of +1/-1 (seriously, just that ability and 4 artifacts on the field can kill a Hazoret!) or even power up Traxos for big swings, and the -7 gives a 5/5 artifact creature factory emblem. Tez is virtually perfect.
Since we're in blue, Metallic Rebuke makes it on the field as a cheeky counter spell. Your opponent thinks the 1 blue mana you left up is worthless? BAM! Tap two artifacts and say NO.
What would an artifact deck be without an artifact Lord? Not much, so Chief of the Foundry is definitely in to pump up every single creature in the deck.
To top the curve off, Treasure Map
comes in at another 2-drop for some ramp and a handy dandy scry. Voltaic Servant can untap the map to make the scrying faster and result in a very early stack of Treasure tokens. Foundry Inspector makes the boys cheaper for the long games, too.
Renegade Map is also in for the starting board because sometimes it might be difficult to find that one blue or black mana needed.
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Another great part of Karn's playground is that it's majority colorless, so more effect lands can be played.
Inventors' Fair is pretty dope. It's a legendary land that limits the number we can play, but it generates 1 life per turn that 3 artifacts are up (so nearly every turn), and can be sacrificed to tutor for ANY artifact in the deck! Has Traxos eluded you the entire time? For 4 mana, no more!
Field of Ruin is in to deal with enemy flip lands
Aether Hub is in for fixing
Scavenger Grounds for all the pesky graveyard strategies
Sequestered Stash can bring back an artifact from the grave to be drawn the next turn
Arch of Orazka can help with card draw when the game gets late
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This deck has multiple ways of winning. Karn can swarm the board with powerful constructs, Tez can dump out a 5/5 for free every turn on ultimate, Traxos can swing for bonkers damage early on in the game.
The only question now is the sideboard and other kill spells. This deck needs to be upgraded for black/blue spells that deal with the current metagame favorites. I'm still experimenting with this deck, but I'm certain I'll fill out the sideboard list with Lost Legacy and other good hate spells.
Thanks for reading! Please comment with your thoughts or improvements.