Yofaycesux
Neo Member
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower.
4 Expedition Map
4 Ancient Stirrings
That's what make the deck work- it plays the lands to cheat its mana.
I run a deck similar to this, only it red/blue. The blue is for card drawing, library manipulation, and Gifts Ungiven, and the red is for sweepers and Through the Breach.
All Tron decks essentially race to get the 3 Urza lands out as quickly as possible, and green typically has the best cards for getting there with stuff like Sylvan Scrying and Explore. Also, Ancient Stirrings is awesome since it can nab either a land, Karn, or Eldrazi. The deck can reliably get Karn going by Turn 3, which is difficult for most decks to deal with.
Okay, that's kind of what I figured. I noticed those and figured that was a key component. I was more concerned about which of the creatures wins the game. Is Karn really important enough to run 4 of?