Legacy on Mondays: Spoiler Alert

Welcome Back!

Like many people this holiday season, I have become a hermit from our beloved Magic. The family wants to get together, there is enough food to have a hundred diabetics pass out just from the sight… Basically, I was living under a “muggle” rock. And thanks to Frank Lepore, I got a good solid look at the WOTC Holiday Gift for this year; it’s a sneak preview card from Fate Reforged:

Ugin, the Spirit Dragon

Think this is just a fake? Think again.

That’s right, ladies and gentlemen, there is a new colorless planeswalker on the block! I know everyone is busy corralling the kids, cleaning, and/or watching someone else do these things, so this discussion will be pretty short. If you want to see more in-depth analysis, post a comment below and I can augment this article.

Well, the power level certainly isn’t lacking for an 8-mana walker. He reminds me of [c]Karn Liberated[/c] in that it seems a bit more likely that his -X ability is to be used the turn he is cast to protect the player and himself that turn. Even so, both Planeswalker’s plus abilities are impactful in their own ways. Both Ultimate abilities are game-winning (at least Ugin’s seems to be), so both are or appear to be significant threats to the opponent. But who is going to use this card? It’s not cheap mana-wise, so who is bold enough to try?

Let’s go format by format:

Standard

Ehh… Maybe (BIG maybe) the land-heaviest of control decks might play this guy as a 1-of. A [c]Lightning Bolt[/c] every turn is not bad, and the fact that it can also do a very nice [c]All is Dust[/c] impersonation should not be ignored. But it does have cmc 8, which is fairly hefty even by control’s standards. I wouldn’t count on it seeing Standard play, but I’m no Standard expert so who knows.

Modern

Your brain: “Oh! That card looks like it’s perfect to play in Tron! I can’t wait to run two instead of two [c]Karn Liberated[/c]!”

My brain: This should not be played in Tron. The difference between 7 and eight mana is huge in a deck that hits 7 mana turn 3. A turn 3 Karn is clearly superior to a turn 4 Ugin, as an 8-mana [c]Lightning Bolt[/c] is unlikely to be as potent as a 7-mana [c]Vindicate[/c] that early in the game. I just prefer Karn in the Tron decks, but maybe you crazy brewers will find a home for Mr. Spirit Dragon.

Legacy

This is where I see Ugin potentially finding a home. Take a look at this deck list:

[d title=”MUD by Peyton (Legacy)”]
Creatures
4 Lodestone Golem
4 Wurmcoil Engine
3 Steel Hellkite
3 Phyrexian Revoker
3 Metalworker
2 Platinum Emperion
Sorceries
2 All Is Dust
Artifacts
4 Grim Monolith
4 Chalice of the Void
4 Thran Dynamo
3 Voltaic Key
Planeswalkers
2 Karn Liberated
Land
4 City of Traitors
4 Wasteland
4 Rishadan Port
4 Cavern of Souls
4 Ancient Tomb
2 Buried Ruin
Sideboard
4 Trinisphere
4 Cursed Totem
4 Grafdigger’s Cage
1 Phyrexian Metamorph
1 All Is Dust
1 Karn Liberated
[/d]

It’s everyone’s favorite, MUD. I see a lot of mana, and 2 [c]All is Dust[/c] main-deck. I would be willing to cut an AiD main-deck for an Ugin, as most of the time the nuke is killing only their permanents of about CMC 4 or less. Most decks that we would want to nuke are playing those smaller creatures. While Ugin cannot immediately deal with [c]Griselbrand[/c] or [c]Progenitus[/c], we do have the other AiD in the board. This is a switch I would totally be willing to make, as we are basically not changing a spot for the wrath effect, and adding a powerful threat to the list. I like it!

EDH

I’ll save this discussion for Steve in case he wants to do it, but decks like [c]Karn, Silver Golem[/c] and [c]Kozilek, Butcher of Truth[/c] already play [c]Karn Liberated[/c]. It’s not a stretch to make room for another planeswalker in the long-game grind that is the typical EDH game. I mean, [c]Lightning Bolt[/c] every turn is a 14 turn clock right? That’s not bad :)

That’s all I have for you this week. I hope the holidays are going well for y’all. Merry Christmas and have a Happy New Year!

/Peyton

Commander Corner: Karn, Silver Golem

Welcome back,

Urza created Karn for one purpose, to stop the incoming Phyrexian invasion. In order to do this, Karn had to go back in time to stop the Thran from becoming corrupted by Phyrexia in the first place. During this time, he traveled across the plane of Dominaria with Urza to seek allies for the incoming invasion.

During his travels, he was told to protect [c]Gerrard Capashen[/c], as most of Gerrard’s bloodline has been slaughtered. He then ended up joining the crew of the Weatherlight, where he learned his true purpose. He was to become the core of the [c]Legacy Weapon[/c], a powerful tool to destroy Phyrexia. During the attack, Karn, Urza, and Gerrard came together to form the [c]Legacy Weapon[/c] and destroyed Phyrexia. Their sacrifice gave [c]Karn[/c] his spark, turning him into a planeswalker.

Karn has the ability to mechanize artifacts, bringing them to life. He has even been able to create artifacts out of nothing. During his pursuit of knowledge, he even was able to create the plane of Mirroden. His ability to give life to artifacts is the core of what makes Karn tick. It’s what powers this deck and can make it do some amazing things. Lets take a look at what the metal planeswalker can do.

Karn,_Silver_Golem

 After creating the plane of Mirrodin, he left the plane to be watched by Mirran. During that time, Mirran became unstable, turning into the Memnarch.

[d title=”Karn, Silver Golem (EDH)”]

Commander
1 Karn, Silver Golem

Lands
1 Zoetic Cavern
1 Winding Canyons
1 Urza’s Tower
1 Urza’s Power Plant
1 Urza’s Mine
1 Urza’s Factory
1 Tomb of the Spirit Dragon
1 Temple of the False God
1 Reliquary Tower
1 Mystifying Maze
1 Mishra’s Factory
1 Miren, the Moaning Well
1 Mikokoro, Center of the Sea
1 Homeward Path
1 High Market
1 Gods’ Eye, Gate to the Reikai
1 Glimmerpost
1 Ghost Town
1 Ghost Quarter
1 Gargoyle Castle
1 Eye of Ugin
1 Encroaching Wastes
1 Eldrazi Temple
1 Dust Bowl
1 Dread Statuary
1 Deserted Temple
1 Desert
1 Darksteel Citadel
1 Crystal Vein
1 Cloudpost
1 Cathedral of War
1 Buried Ruin
1 Blinkmoth Well
1 Blasted Landscape
1 Bant Panorama
1 Arcane Lighthouse
1 Ancient Tomb [/d]

[d]
Creatures
1 Wurmcoil Engine
1 Steel Overseer
1 Steel Hellkite
1 Shimmer Myr
1 Scarecrone
1 Platinum Emperion
1 Platinum Angel
1 Palladium Myr
1 Myr Superion
1 Myr Retriever
1 Myr Battlesphere
1 Mycosynth Golem
1 Lodestone Myr
1 Kuldotha Forgemaster
1 Junk Diver
1 Duplicant
1 Darksteel Colossus
1 Copper Gnomes
1 Blightsteel Colossus
1 Arcbound Reclaimer
1 Arcbound Ravager
1 Arcbound Crusher [/d]

[d]
Artifacts
1 Worn Powerstone
1 Voltaic Key
1 Ur-Golem’s Eye
1 Unwinding Clock
1 Thran Dynamo
1 Staff of Domination
1 Spine of Ish Sah
1 Sol Ring
1 Sisay’s Ring
1 Serum Tank
1 Sensei’s Divining Top
1 Semblance Anvil
1 Sculpting Steel
1 Pristine Talisman
1 Predator, Flagship
1 Planar Portal
1 Phyrexian Processor
1 Perilous Vault
1 Oblivion Stone
1 Nevinyrral’s Disk
1 Myr Turbine
1 Myr Matrix
1 Mirrorworks
1 Mind’s Eye
1 Loreseeker’s Stone
1 Krark-Clan Ironworks
1 Howling Mine
1 Expedition Map
1 Dreamstone Hedron
1 Darksteel Plate
1 Darksteel Forge
1 Contagion Engine
1 Contagion Clasp
1 Coercive Portal
1 Cloud Key
1 Clock of Omens
1 Britle Effigy
1 Blinkmoth Urn
1 Basalt Monolith

Planeswalkers
1 Karn Liberated [/d]

It’s an interesting deck, that’s for sure. Not having access to instants and sorceries, besides the Eldrazi ones, can be a huge turn off for some people. I for one thing this deck is tons of fun. Its really unique in what it can do. Being able to turn any artifact into a solid blocker or beater is really powerful, as you are almost never left without a creature on board.

Karn also can serve as a great blocker, though he won’t deal damage most of the time. There aren’t too many cards that stand out as pure win conditions, besides [c]Blightsteel[/c] and [c]Darksteel Colossus[/c], as this deck tries to control the board while beating your opponent down with whatever it can manage.

Cards like [c]Semblance Anvil[/c], [c]Cloud Key[/c], and [c]Mycosynth Golem[/c] work to reduce the cost of your spells, allowing you to pump out your artifacts easier. This deck is very mana hungry, so these cards are pretty much a must have. [c]Kuldotha Forgemaster[/c] and [c]Planar Portal[/c] allow you to search up for whatever artifact that is needed at the time, though most likely a [c]Blightsteel Colossus[/c] will get the job done. You need to be able to fuel up, since your artifacts can be made into creatures, they will most likely die much easier than normal. To keep your momentum going, we have cards like [c]Serum Tank[/c], [c]Mind’s Eye[/c], [c]Loreseeker’s Stone[/c], [c]Howling Mine[/c], [c] Dreamstone Hedron[/c], and [c]Coercive Portal[/c]. These cards will make sure that your hand is filled at all times.

Since we don’t have access to traditional removal spells, we have to be a little creative. Our 1 for 1 removal spell comes in the form of [c]Spine of Ish Sah[/c], [c]Predator, Flagship[/c], [c]Contagion Clasp[/c], and [c]Brittle Effigy[/c]. They may be a little costly , but they will get the job done no less. [c]Predator, Flagship[/c] is also reusable, which is a very good thing. We do gain powerful sweepers though in the form of [c]Perilous Vault[/c], [c]Oblivion Stone[/c], [c]Contagion Engine[/c], and [c]Nevinyrral’s Disk[/c]. In most situations, they could be better than a plain [c]Wrath of God[/c]. Being able to get them back with cards like [c]Myr Retriever[/c] and [c]Junk Diver[/c] also allows you to reload another wrath just in case one is not enough.

[c]Karn, Silver Golem[/c] changes the dynamic of the deck. It turns every artifact into a beater, most of which can stand toe-to-toe with whatever creatures your opponent throws at you. Using your [c]Sol Ring[/c] to animate a [c]Spine of Ish Sah[/c] and a [c]Darksteel Forge[/c] every turn can be backbreaking for most decks. Turning your board of mana rocks into an army drastically changes the board state. That type of shift can be hard for any deck to come back against, as you can start applying pressure immediately.

Karn is an interesting commander. Not being able to use basic lands can be a problem for some people, but people who love something different will take a liking to this deck. Turning all your rocks and utility artifacts into a force to be reckoned with is powerful and changes the dynamic of the game in a heart beat. Karn allows you to change gears in an instant, going from controlling the board and drawing cards to beating your opponents senseless.

Thanks for checking out this weeks Commander Corner. Next week, we will take a note from a powerful Legacy deck. See you soon my friend.

-Steve Gulsby