G/R Tron, do you really need 4 karns?

Modern forum

Posted on Sept. 24, 2014, 7:10 a.m. by tyforthevenom

with the amount of dig in the deck for colourless plus the chromatic stars and spheres and the amount of deck thinning and atleast in my deck Mishra's Bauble there's a ludicrously high chance of pulling karn with only 3 copies allowing for another card to be put in the place of the 4th Karn Liberated like Emrakul, the Aeons Torn or Kozilek, Butcher of Truth or Ulamog, the Infinite Gyre which means you've got more things you can +4 into karn without the risk of going +4 and your opponent exiling lightning bolt or some card your deck cannot use, basically allowing for more threats in the deck while still being consistant.apologies for the big wall of text

GooseNotts says... #2

people will see you play khan and attempt to kill it on sight - running four gives you the recurring threat - it also helps against decks playing target discard ie. thoughtsieze.

I always s ran four copies and was never sad I did!

also multiple khans isn't bad - down cycle carn take your threat, play new khan take your land - go friend :)

September 24, 2014 8:29 a.m.

8vomit says... #3

4 copies is a must. Karn is not going to stick around when he hits. He is another factor that must be dealt with, in addition all the wurms and eldrazis. the pressure

September 24, 2014 9:52 a.m.

tyforthevenom says... #4

My group fears Oblivion Stone more than Karn Liberated

September 24, 2014 10:06 a.m.

Rhadamanthus says... #5

The reason to play 4x Karn is because you actually do want to draw multiples with high probability. If you have 2 in-hand then the first one can just -3 until he dies and the second one can mop up afterwards.

Note that this is most important for competitive one-on-one games. For casual games, I think it's better and more interesting to diversify your threats, so I would agree with 3x (or even 2x if you want to get wacky).

September 24, 2014 11:49 a.m.

sylvannos says... #6

What Rhadamanthus said. Chaining multiple Karn Liberated s together makes the game unwinnable for your opponent. Usually, the first one can immediately -3, then -3 again, to nuke your opponent's mana base or win conditions.

People will fight Tooth and Nail to kill a Karn Liberated . It's the best when you play Karn Liberated , tick down Karn Liberated , play a Wurmcoil Engine , watch them attack with two creatures to get that last 3 points, have one die to Wurmcoil Engine , then you play another Karn Liberated . They waste multiple turns and resources trying to delay the inevitable.

September 24, 2014 7:14 p.m.

tyforthevenom says... #7

and here i was thinking i should rush into restarting the game with a karn+beat stick

September 24, 2014 8:10 p.m.

Rhadamanthus says... #8

Restarting the game with stuff sounds cool, but it's more trouble than it's worth. Setting it all up and then winning the restarted game will often take longer than just focusing on wrecking your opponent's board and hand while you win with other cards.

September 24, 2014 9:32 p.m.

This discussion has been closed