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Karn's Temporal Sundering
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Target player takes an extra turn after this one. Return up to one target nonland permanent to its owner's hand. Exile Karn's Temporal Sundering.
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Karn's Temporal Sundering Discussion
2 weeks ago
Cool Deck, still raw but like the idea Got a few Suggestion;
U need lots and lots of mana for this deck,
Brass's Bounty: is a lot of fun with thousand years storm, else you can copied it and have tons of mana next turn.
Mizzix of the Izmagnus might help a bit
Chromatic Lantern will help to cast niv
How are you gonna deal with enchantment or artifact;
What about token decks or creature flooding deck?
Extra win con:
Grapeshot might be fun i guess with thousand years
Firemind's Research stack up on those counters my dude
Gamble a neat card 1 red cmc
Extra turn jank maybe
Deck cycle maybe? end game stuff;
1 month ago
One slightly different take on colorless might be to look at the Planeswalkers we know are colorless: Tron all-stars Karn and Ugin. Both are equally devoid of color just like any eldrazi, or artifact (although Ugin and the eldrazi do disagree on how much of the Multiverse should be eaten).
What both Karn and Ugin regularly display is a Philosophy of Balance; all things must have an equal and opposite in order to harmonize.
They lack color but are not unable to appreciate it. Karn is more than capable of casting blue spells Karn's Temporal Sundering, and Ugin bases Ghostfire on red. Neither are limited in their choice of mana, nor are they ruled by aspects of the colors: Morality, Logic, Selfishness, Impulse, or Instinct (this is why they are not WUBRG).
In the lore both try to find ways to balance complicated worlds. Karn creates Argentium/Mirrodin and ensures each color has a mana-sun influencing the plane. Ugin creates a hedron network using all Zendikar's leylines to imprison the eldrazi. Both Planeswalkers know all mana must be used in order for something as large as a plane to continue existing.
But that's just like my opinion, man.
2 months ago
Appreciate the input, and I agree the artifact theme is a chore to jam in here, but doing these playtests I gotta say I'm liking a lot of these hands. Sai, Master Thopterist, while not shining his brightest, is still basically just a Pia Nalaar and seems to be worth running 2 copies. There's also a Historic theme here so a legendary 3 drop creature is good here. If you take a step back and look at the decklist, you will find a playset of 3 of the best creature cards with flying blue has to offer, and a bunch of 2x legendary spells. I feel like you're describing a more aggro/control approach, which is certainly worth exploring, but I'm really trying to find a home for some of these power cards here that need a nice glue to meld into a cohesive deck. The ideal hand looks something like:
Turn 1: Siren Stormtamer
Turn 5: Tezzeret, Artifice Master (BOOM)
All of the cards you suggested, except for Exclusion Mage (a 3 mana unsummon seems out of place here), easily could find a place in this deck. Merfolk Trickster, Dive Down, and Blink of an Eye I'll try out in this deck at some point, as I remove cards that I deem underwhelming.
2 months ago
I’ve found that it’s very important to have some one drops to get Yuriko out on turn two. Some of the cooler ones I’ve found are Imagecrafter (ninjas in disguise!), Signal Pest, Deadeye Tracker, Hypnotic Siren, Qarsi High Priest, Sage of Epityr, Shadow Alley Denizen, and Wingcrafter. I like these because they also provide late game value.
Ashiok seems unhelpful to your deck. I’m sure there are better card draw options than the hondens, but I can appreciate the flavor. People might not like you playing Masterful Ninja because it’s really broken. Make sure you ask first.
I really like Karn's Temporal Sundering in this deck since it is easily castable and can bounce Yuriko.
3 months ago
3 months ago
Hi! I'm glad you like my build. It's a competitive build trying to win (or at least to cast Narset) as fast as possible. I know the deck puts you a target since the first minute. In fact, because of that, I don't use to play it xDD only when my friends want to try more competitive decks, for fun. But I like to add better cards with each expansion, I love it.
I've made some tweaks to the deck some days ago, before your reply, but I didn't changed the list here, only to add Aminatou's Augury, so I edited the deck right now.
I've added more fetches and better ramp artifacts to go faster. Fetches will find the lands I need, I make the deck a little bit thinner when Narset attacks to exile less useless lands.
I knew Battle Mastery and Flickerform were not the best auras to play, so I've changed those and some more. Proteus Staff is a key card for my deck, because it will rearrange your entire deck to cast every single turn, combat phase and aura/equipment because there are no more creature in it, only Narset. The bad thing, if you have a really big Narset, you can't use the Staff to not lose the auras, but I think is a minor trouble here. But the fun thing is that when I cast the Staff and I explain what will happen, everybody scoops up. Added also Omniscience and Dream Halls (this last one only to test it).
I play with some proxies (buuu xD ) so that's the reason to play Capture of Jingzhou, and the original dual lands. Capture is nice with Mizzix's Mastery. Every turn and combat phase you may cast from your graveyard is gas to continue attacking. But if you prefer to use cheaper cards, you can play painlands and Savor the Moment or Karn's Temporal Sundering, but Savor is... meh, because you don't untap Narset.
3 months ago
I usually try to combo out as soon as possible when I cast it, taking extra turns, gaining mana to cast more spells, and drawing more cards. The goal is to avoid giving my opponents the chance to use it against me.
Also, it is the reason I am running Talent of the Telepath. Potentially, it could mill out an opponent on its own by finding enough spells to recast it again and again. An alternative, and known combo I am not using, is Knowledge Exploitation, stealing all the instant and sorcery cards in all opponents libraries.
Lastly, one of my wincons is Insidious Dreams -> Maelstrom Wanderer, Eye of the Storm, and whatever spell or spells depending on number of cards discarded will most help you win, usually Karn's Temporal Sundering works well enough.
Hope that is enough of an explanation of things.
4 months ago
This is my first commander deck I got a few months back and have built it up slowly but am in dire need of help finishing it. I know it is slow and probably bad but I like it and it suits me just fine. I like how it can focus on the graveyard but the only strategies I have for it is the Duskmantle Guildmage and Mindcrank set and the Sphinx's Tutelage. I want to focus it on wizards mill where my wizards can help me use my graveyard getting back my instants and sorceries that help mill and draw using Sphinx's Tutelge. Other creatures can be added like Consecrated Sphinx but i'd like for creatures to be mostly wizard. Any help is appreciated.
Commander: Inalla, Archmage Ritualist