Karn, the Great Creator

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
War of the Spark (WAR) Rare

Combos Browse all

Karn, the Great Creator

Legendary Planeswalker — Karn

Artifact abilities of artifacts your opponents control can't be activated.

+1: Until your next turn, up to one target noncreature artifact become an artifact creature with power and toughness equal to the amount of artifacts equal to their converted mana cost

-2: You may choose an artifact card you own from outside the game or in exile, reveal that card and put it to your hand

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Latest as Commander

EDH 0 / 0

Karn, the Great Creator Discussion

203995014 on [Primer] Colored Mana is for the Weak

4 days ago

Thank you for your thoughts!

I've been tinkering with this list as I continue to test and play more EDH games. Here are further observations I've made and card options I've considered to replace those that have underperformed.

I've tried Blast Zone for several games now, and it's been difficult to use to say the least. The card tends to be slow because you have to invest mana to increase charge counters, then you have to tap the turn after to destroy whatever you need to. It's been difficult justifying tutoring for Blast Zone with Expedition Map, and I haven't found it productive to use the ability in any of my games. Maybe I'm just unlucky, but thus far I'd almost rather play a Wastes in its place.

I haven't missed Haunted Cloak at all. I probably wouldn't swap Tormod's Crypt , there are tons of games where it's dead but I consider it an important tool against too many other decks for it to be worth removing. Sometimes, it's the only reason why I won at all. It still activates Paradox Engine , helps with Inspiring Statuary , etc.

I find it difficult to justify Karn, the Great Creator considering that this deck doesn't have many ways of protecting the dude. I already assume that whenever I cast Karn Liberated or Ugin, the Ineffable (both of which are incredible btw) they're going to die immediately. Expensive removal spells essentially. Perhaps I'm narrow-minded though, if you have better experiences with him I'd love to hear them!

A few cards I've been trying lately are Unstable Obelisk , Crawlspace , and the Grafdigger's Cage mentioned earlier. I consider those to be the safer cards to test, though I've also considered more splashy effects in their place like Null Brooch , Ring of Three Wishes , and Planar Bridge .

Null Brooch is the craziest of them all I think. The ability interests me as one of the few ways to interact with spells/combos, and the theory is that the drawback of discarding your hand can be negated by the numerous draw options present (including the commander). Whether the tradeoff is worthwhile remains to be seen, I haven't tried it yet but I will. Ring and Bridge are just expensive and I'm dubious as to if they're really necessary. One benefit I can see to Planar Bridge is that it can serve as Ugin, the Spirit Dragon #2, which is a card I tend to look for in most of my games.

Finally, Stony Silence is so crippling lmao, I've lost to it so many times. It makes me wonder if there are tools that can be played to alleviate that, whether it be circumventing the ability through Inspiring Statuary , not involve activating abilities or removing it altogether (two of Ugin, the Ineffable 's abilities)

MissDemeanor on Primer: Kozilek Great Distortion of the Boardstate

5 days ago

Love the deck <3 Picked up old Kozilek and built my own, then converted my list to something very similar to yours!

However, as I so often do, I found yet another colorless combo, and all you would need to add is Myr Battlesphere .

So here goes; you have in play: Myr Battlesphere with its 4 myrs, Clock of Omens , Trading Post , Krark-Clan Ironworks , and literally any mana rock.

  • Tap 4 myrs to put an untap trigger on Trading Post & the rock
  • Sac Myr Battlesphere for {2}.
  • Pay {1} and sac a myr to return Myr Battlesphere to hand with trading post.
  • Sac the other myrs to bring your total up to {7} in mana pool.
  • Then Trading Post & rock untap, giving you {8} in mana pool.
  • Cast Myr Battlesphere for {7}. You now have the exact same board state, but +1 colorless
  • You now have inf. mana. You can then instead opt to put two untap triggers on Trading Post each cycle. You can use the additional untap trigger to sac a myr to: draw a card or return an artifact from grave.
  • Draw your deck
  • Continually cast Spine of Ish Sah to blow up everything you don't control, or ping people to death with Staff of Nin . You can even get cards from exile with Karn, the Great Creator

It's pretty silly and you need like 5 pieces of a combo, but it might be a nice way to actually close out a game. And every piece of the puzzle has other uses. Even Myr Battlesphere is a great blocker, can be very aggressive, and can be fetched with Myr Turbine .

Whitehamma on Advertise your COMMANDER deck!

6 days ago

Wurm Tribal. Build big wurms and smash things. Mana isn't too much of a problem, there is ways to cheat things on the field and vomit the deck on the field. Open to all suggestions & questions. Will not change the tribal. its around 60% atm.

I have added some "control" aspects and Karn, the Great Creator to grab some stax cards "outside of the game."

My deck:


Wurm Tribal-Mono Green

Commander / EDH Whitehamma

SCORE: 1 | 1 COMMENT | 47 VIEWS


Demarge on U/R control

6 days ago

so many anti synergies in this deck, in most games Deprive is just going to be a worse Mana Leak or Remand as both those options can allow you to cast a baral turn 3 and protect him (currently you may even just want one or two of the Negate in your mb for this same reason), for all of your current mb counters the earliest you could do this is turn 4 (provided your 20 land deck makes it to 4 lands without hoping to trade a creature for a path).

Honestly you might find a more enjoyable deckbuild around Liquimetal Coating and Karn, the Great Creator in this shell. or a Narset, Parter of Veils wheel list.

PonyBoy2792 on 4c Whir Prison

6 days ago

This deck does not run Urza, Lord High Artificer because it does not add to the core of the deck nor does it help close any weak points in the deck. This deck can be converted to Thopter Sword Combo, but the deck styles are different as Thopter Sword is weaker to Karn, the Great Creator and where this deck is not so weak to stony effects. The deck's weakness is in the closing ability of the long games when time is a factor. Thopter Sword is Sword of the Meek and Thopter Foundry .

The Negate sideboard has been a flex spot.

jaymc1130 on Urza Feeling Lucky - cEDH Primer #1 Mono Blue

1 week ago

@ ToffMcSoft If your reasoning for returning Aetherflux Reservoir to the list is that Cursed Totem is a problem when you are far more likely to find an opponent with Stony Silence , Null Rod , or Karn, the Great Creator then you've only increased your difficulties on average over an arbitrary sample size set of games. You'd be better off, using that reasoning, adding in a card like Into the Roil to help find a way around all of those cards than to opt into either of 2 choices where neither one deals with any of those cards.

jaymc1130 on Urza CEDH (Playing With Power MTG)

1 week ago

I wound up cutting Blue Sun's Zenith and Stroke of Genius from my list. If I get them off Urza's exile ability they don't do anything as a win con which leaves me hard playing them (which I would be fine with in other decks, but this deck can win in so many ways as long as the engine is running) and usually playing them for "value" earlier in a game where the value I found in testing so far wasn't an ideal fit. If the deck is already pumping with it's engine and can loop the graveyard and library (with Narset's Reversal and Timetwister for example) then it can win just by looping a Pongify , Rapid Hybridization , Swan Song or Chain of Vapor on Urza repeatedly. All of those spells double as interaction as well as win cons and are lower on the curve than BSZ and SoG. Likewise, I found Jace, Wielder of Mysteries to be essentially a dead card at all points. Instead I've found that changing more of those card slots into just being things that start the engine running was more useful.

Also something to think about on the Null Rod note: Karn, the Great Creator accomplishes the same effective task of shutting off opposing artifacts while also doubling as resiliency and removal. If an opponent exiles Paradox Engine or your other artifact based combo pieces you can grab them back from exile (face up or down exile to boot!). If you just don't want your opponents to have a zero cmc artifact then you can plus Karn and send that Mana Crypt to the crypt. Sure it was already turned off, but if they kill Karn later that Mana Crypt won't turn back on while Null Rod can't say the same. Having the same stax effect, but asymmetrical by design, attached to better utility totally justified the higher cmc in my book and it has worked well for me so far in testing.

I'm working with this list here: Looper, if you'd care to have a look and drop some thoughts or maybe find some inspiration.

Saljen on Thopter Sword Combo

1 week ago

Echo of Eons works well with Narset, Parter of Veils . Forces your opponent to discard their hand, then draw one while you discard your hand and draw 7. Even 1-2 copies is great due to the 3CMC flashback.

Muddle the Mixture also works really great with the Thopter Foundry + Sword of the Meek combo. It's a counterspell that can keep your combo pieces safe that also can search out both of your combo pieces. I'd recommend dropping 1 of each combo piece for 2 Muddle the Mixture dropping Tribute Mage for the other 2. It'll really increase how consistently you can pull out your combo. It's much better than Tribute Mage , same CMC but also can let you counterspell things, specifically things that can kill your combo.

Karn, the Great Creator could also be pretty awesome in here, as his -2 can grab both combo pieces if you put 1 of each in your side board, as well as gives you access to Ensnaring Bridge + Bottled Cloister and karn + Mycosynth Lattice .

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