You might not think about it every day, but you use it all the time. It has many purposes from heating our homes to cooking our food. Stumped? Take a look around you. The television, phone, lights, air conditioning, USB squirming tentacle, microwave -- what do they all have in common? That's right, Billy: they all run on electricity. But what is an electricity, and why does it?
Electricity was invented by Benjamin Franklin to help us play Fornite. Stored in rocks that used to be beautiful flowers, we set the dead, decaying remnants of our natural world on fire to boil water so we can turn a little crank. That "turbine" generates the power that makes iPhones and the crushing lonliness of social media a reality! As you tour our power plant, look out for more video kiosks where you can learn about all the wonders of the modern world that electricity has made possible. Welcome to the center of industry!
My name is Michael Celani, and not only am I chief power safety inspector here, I'm also the head organizer for Today's Engineers & Designers' Coalition for Robotic Utopian Zones, otherwise known as TED CRUZ. I'm here to talk to you all about robots.
Robotics has advanced far beyond just machines that squirt Go-GURT into tubes; in fact, they're soon going to replace us all! To that end, I'm concerned about people coming to take robots' jobs, and to talk more about our friends of tomorrow, I'd like to introduce a very special guest.
is a machine in the command zone. He turns any artifact into a creature that's as big as its cost, meaning we're going to be putting together a huge mana deck that can not only beat down with bots, but also get massive value from their activated abilities!
. Go-GURT is known as Frubes in Britain, which has nothing to do with this article, but I find it hilarious. Fruuuuuuuuuuubes.
Like a Silicon Valley engineer without a girlfriend,is gonna need a lot of toys. We're going to want a lot of artifacts and also a few ways to synergize with the type. Uniquely for Karn, he's much harder to punish than most commanders for playing an abundance of mana rocks because those rocks are also blocks when they need to be. Here's what we're running to keep Karn well-oiled...wait, no, not like that!
and both retrieve junk when they die. Since our deck runs a lot of sacrifice outlets, we'll be able to trigger this effect consistently to get back combo pieces and big threats.
- works well with this strategy and helps us stay alive if our enemies are whittling us down in a way that blockers can't help with.
- Speaking of corpses, exiles our opponents' graveyards when we need it to and draws us a card when we don't.
- Of course, we're running a bunch of rocks to ramp up to our main threats, including
, , , and .
- not only gains you life and buffs your colorless creatures, it practically doubles the effect of your mana rocks and lands. Note that can find it!
- Some artifacts won't tap too frequently on their own, meaning is a great way to squeeze out some extra mana on big turns.
- Of note, seems counterintuitive in this deck. It doesn't have a mana cost, so animating it with should just kill it, right? Enter . If you tap for two mana and spend one to animate it, will see a creature die and untap itself for you, letting you bring the Talisman back to the field untapped!
- Additionally, , , and each reduce the cost of your artifacts, while lets you built up to big turns.
Now that we've captured a sufficient percentage of the grid, we're going to run some machines so energy-hungry it makes the Bitcoin network look like an Energy Star refrigerator.
is an obvious choice: it attacks and blocks as a 9/9 and makes our board impervious to anything short of .
- Add in a and watch as your enemies scramble to find a way to take you out.
- and are both solid high-end creatures for an aggressive strategy, but really is amazing; not only does Karn make it a 7/7, it returns itself to your hand when it dies in combat.
- Once you cast , you'll tear through your deck. Our low land count makes it unlikely we'll need to exile a card too often.
- , , and all help you find these game-ending pieces, but we've got the mana to pay those high prices.
You may be wondering how we store all the electricity we extract from the people within the simulation. Surely we'd need a really big battery to store it all! That's where you're wrong, Billy, you absolute failure.
Charge counters are the energy solution of the future! These bite-sized pellets have been hailed as the "laudanum of machinery," and unlike oil, you don't have to invade foreign countries to get it. The process is simple: all the extra mana is combined in a large vat with recycled machinery and binders, chilled to room temperature, and then squeezed into molds by orphans. Isn't technology amazing?
We're going to be using our absurd amounts of mana to power charge counter spells. Though you won't be able to animate some of these artifacts using Karn, they're great sinks in the late game.
- Other permanents, like
, , and , place charge counters on artifacts after they're cast.
- Alternatively, you can Proliferate charge counters using , , or .
- You can also move the counters from permanent to permanent with . Try moving a charge counter off or even !
and keep you stocked up on creatures for the rest of the game. You can easily get up to five Snakes per Hatchery activation, or just pump out 5/5s for the rest of the game!
- is cheaper but only provides one creature. Generally, it's a pretty good rate at three or four mana; try not to invest too much more unless you have nothing else to do.
- , , , and all rely on charge counters to produce even more mana. For the variable cost spells, don't be afraid to run them out early when you get the chance; you can always find ways to push more counters to them later.
- and are both sacrifice outlets for creatures. Remember that you can turn artifacts into creatures with , so the distinction between them is mostly moot.
- For some decent colorless removal, try and . The charge counter synergy makes activating these permanents much more consistent.
- Extra turns? Why not! You're never going to pay full price for a activation thanks to effects like . If you've got enough of them, helped along by a , you'll have your opponents on lock.
- Finally, charge up an to keep your hand stocked or even to snipe a blue player trying to win through .
Sure, we have a lot of charge counter artifacts, but there's pretty clearly two categories here that don't seem to mix. There's the ones that you invest a lot of mana into to charge up, and the ones you invest a lot of time into to charge up. Sure, we'd love to put twenty charge counters onright away, but that would take twenty turn cycles.
Or would it?
absorbs counters from any creature you control that leaves the battlefield. Thanks to our critical mass of sac outlets and the fact that blurs the line between creature and artifact more effectively than straight absinthe, we can easily move charge counters around.
, , and are great ways to get a ton of charge counters for free. They're effectively based on your life total, which will be quite high thanks to , , and . The only question is, what to move them all to? Sure, , , and are great candidates for forty or so charge counters, but there's an even better play available to us that requires no explanation.
Der Wille Zur Macht
That's right, Timmy! From scooters to kettles to chairs, everything's better when it's electric. Now that you know all there is to know about power plants, we hope you're chosen to come back to work here when you're ten and don't have a choice. Until then!
Charge Karn (Karn, Silver Golem EDH)
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