|Commander / EDH||Legal|
Printings View all
|Modern Masters 2015 Edition||Mythic Rare|
|New Phyrexia||Mythic Rare|
Combos Browse all
Planeswalker — Karn
+4: Target player exiles a card from his or her hand.
-3: Exile target permanent.
-14: Restart the game, leaving in exile all non-Aura permanent cards exiled with Karn Liberated. Then put those cards onto the battlefield under your control.
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Karn Liberated Discussion
2 hours ago
There's also the "Tron" deck (short for Voltron from the 80's cartoons because you have to assemble parts to make a big thing like the lion robots), it uses big mana to cast Karn Liberated and Wurmcoil Engine. That's called "tap out control".
It probably helps to focus less on the overall archetype and focus on cards and strategies that speak to you. You can add control elements to a midrange or aggro deck, like the version of Burn that uses Scrying Sheets for some late game card filtering. Storm decks often have Remand and a modicum of other counterspells to get them to turn 3 or 4 so they can combo off. There are Blue Black fairy decks out there, a sort of midrange control that uses cards like Bitterblossom, Vendilion Clique, and Spellstutter Sprite. That's probably the closest thing you'll find to a "big bad blue" deck in Modern, or "blue tron" which takes the Tron deck and adds blue for counterspells and Gifts Ungiven.
Certain archetypes can become unviable for long periods of time in Modern and Legacy. For awhile in Legacy, Blue-White turtle control was the best deck because of a unique confluence of powerful cards, specifically Sensei's Divining Top, Counterbalance, and Terminus. They had to ban Sensei's Divining Top because the deck was becoming too oppressive and stopping a number of other popular archetypes from being competitive. So now blue-white control is gone for awhile. But it will be back, as soon as something good enough to replace Sensei's Divining Top is printed or until people figure out how to make it work without the Top (believe me, they're already trying).
Think of it this way: Trying to force your own preferred archetype in a format where it's clearly not viable is like trying to swim against the current of the ocean. Better to "go with the flow" as it is. It's the same basic principle in Judo or Kung Fu. Don't fight against force, channel the force of your opponent, flow with it, and use it against them. That being said of course, if you think you have an idea that works, go for it. Somebody somewhere had to be the first guy to sleeve up Sensei's Divining Top and Counterbalance, and you never know unless you experiment and try. Better to experiment and fail than to have never tried at all.
1 day ago
Selling cards. Payment through PayPal only. Purchases over $20 will be tracked for free, otherwise please add $2 if tracking is needed.
Emrakul, the Aeons Torn Pre-release (not version shown) $32
Kitchen Finks $10
Song of the Dryads $4
2x Blinkmoth Nexus $4 each
Sower of Temptation Simplified Chinese $8
Tamiyo, the Moon Sage $15
Let me know if you are interested in anything. I might add other cards at a later date.
3 days ago
this deck is way too slow for modern. modern is considered a "turn 4 format", meaning a lot of times, the game is either already over or at least pretty much decided by turn 4. cards with cmc 4 have to be able to catch you up if your board state is behind, and cards with cmc 5 or higher need to REALLY catch you up if not win outright. you also have no removal whatsoever to even ensure you live to the late game. keep in mind this is a format where players can do things like cast Karn Liberated on turn 3, or a turn 4 Through the Breach into an Emrakul, the Aeons Torn.
4 days ago
If you really want to make opponents draw their whole deck, you have to able to beat every single one of their 60 cards. Your current build will have huge trouble against decks with 4 Skullcrack or decks that deal 20+ damage with Lightning Storm, Walking Ballista, Grapeshot or Valakut, the Molten Pinnacle. You will also run into serious problems with Eidolon of the Great Revel, Liliana of the Veil, Karn Liberated or Chandra, Torch of Defiance. If your opponent has any of these cards in their deck, you will make them draw it over the course of the game, and you don't have many interactive cards except for lots of fog effects.
My point is, if you want the game to go really long, relying mostly on fogs is a very risky plan. So you should either find a way to win faster and more reliably (maybe a planeswalker?) or improve your interaction (some counterspells in the maindeck?).
5 days ago
Karn Liberated is a great card, not not one I own and is rather expensive, although if I get the money for it I will include. Reality Smasher seems pretty awesome, and I could definitely give it some equipment to swing with
5 days ago
Karn Liberated is my first thought to add.
Oblivion Stone might be good too.
I'd replace old karn with Reality Smasher.
1 week ago
You really don't want to use your turn 2 to bounce your first land back to your hand, then pass turn, only to have your opponent play land destruction on their turn 3. You "untap" on your turn 3 with no lands in play, maybe not even any permanents.
That's why you don't see them much in Modern, outside of the old Titan Bloom deck.
Personally, I've always loved them since they were printed. The Karoo lands from RAV block are really nice for landfall triggers and playing your mana on curve, as others have said.
1 week ago
Titan's Presence would be excellent if it had the "Or on the battlefield' clause that a lot of the dragon tribal stuff in Tarkir block got. It doesnt, so Titan's presence doesn't make the cut. Scour from Existence is powerfully bad, we've done everything in our power to avoid running it. and Warping Wail was cut in favor of focusing more on keeping Kozilek out to counter spells.