Karn's Temporal Sundering

Legality

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

Printings View all

Set Rarity
Dominaria (DOM) Rare

Combos Browse all

Karn's Temporal Sundering

Legendary Sorcery

(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

fettywapmtg on Monoblue Midrange *rotation proof*

3 weeks 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 2: Warkite Marauder/Favorable Winds/Lookout's Dispersal ect.

Turn 3: Tempest Djinn/Sai, Master Thopterist

Turn 4: Karn, Scion of Urza/Traxos, Scourge of Kroog/Zahid, Djinn of the Lamp

Turn 5: Tezzeret, Artifice Master (BOOM)

Turn 6: River's Rebuke/Karn's Temporal Sundering GG ya digg?

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.

Blue_Freak on Ninja Strike Squad

1 month 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.

MatEffect on Narset, Enlightened Master

1 month 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.

1empyrean on Jodah's Maelstrom EDH

2 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.

My current deck doesn't currently run Teferi, Mage of Zhalfir or Grand Abolisher to lock my opponents, but I do runNarset Transcendent and Teferi's Protection.

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.

One of my favorite things to do with it is actually to have Metallurgic Summonings, Monastery Mentor, or Ramos, Dragon Engine and just swing for massive damage.

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.

kingyfyvf on Grixis Wizard Commander Help

2 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

Creatures:

Arcanis the Omnipotent

Archaeomancer

Bloodline Necromancer

Body Double

Duskmantle Guildmage

Etherium-Horn Sorcerer

Firefist Adept

Fleet Swallower

Galecaster Colossus

Garna, the Bloodflame

Harbinger of the Tides

Kess, Dissident Mage

Magus of the Abyss

Magus of the Mind

Mairsil, the Pretender

Marchesa, the Black Rose

Naru Meha, Master Wizard

Nin, the Pain Artist

Nivix Guildmage

Niv-Mizzet, the Firemind

Portal Mage

Puppeteer Clique

Sea Gate Oracle

Taigam, Sidisi's Hand

Vela the Night-Clad

Vindictive Lich

Artifacts:

Caged Sun

Mindcrank

Mirror Gallery

Sol Ring

Thought Vessel

Worn Powerstone

Enchantments:

Curse of Opulence

Frenzied Rage

Propaganda

Shifting Shadow

Sphinx's Tutelage

Instants:

Cauldron Dance

Chaos Warp

Comet Storm

Crosis's Charm

Mana Leak

Memory Plunder

Polymorphist's Jest

Rakdos Charm

Reality Shift

Silumgar's Command

Unwind

Wizard's Lightning

Sorcery:

Clone Legion

Day's Undoing

Decree of Pain

Final Parting

Karn's Temporal Sundering

Kindred Dominance

Necromantic Selection

Soul Salvage

Spelltwine

Warlord's Fury

Weight of Memory

Planeswalker:

Jace, Memory Adept

Land:

Mountain x4

Island x10

Swamp x6

Dimir Aqueduct

Rakdos Carnarium

Izzet Boilerworks

Command Tower

Crumbling Necropolis

Exotic Orchard

Path of Ancestry

Swiftwater Cliffs

Dismal Backwater

Jwar Isle Refuge

Vivid Marsh

Vivid Creek

Vivid Crag

Evolving Wilds

Terramorphic Expanse

Temple of the False God

Grixis Panorama

Mystifying Maze

DarthVirulence on Artifacts of Doom

2 months ago

Hey! Thanks a bunch for the feedback!

I've pulled Karn's Temporal Sundering, Magistrate's Scepter and both Urza’s Tome and Arcane Encyclopedia to put some Blink of an Eye in place.

I WILL be adding Tezzeret, Artifice Master as soon as I can get my hands on one.

As for my sideboard, I wholeheartedly agree with your assessment. Unwind doesn't fit.

I'm looking to add Sorcerous Spyglass to the deck to give me some idea of what an opponent has coming and for a cheap artifact. Should a game go on a while, a Helm of the Host + Skilled Animator combination would allow me to investigate an opponents' hand every turn AND stop various abilities from being cast.

Poaralion on Artifacts of Doom

2 months ago

Hey ! I like the idea of the deck but I think some things are weird in it.

Deck can go out really well I think, but can also fall apart quickly. With each card, you need to ask yourself, will be a situation it will really be usefull ? Skilled Animator as exemple is 100% a yes, it will always be a bomb on turn 3 with an artifact on play. But what about Arcane Encyclopedia and Urza's Tome ? You have to invest a lot a mana into it for a non instant effect. Opt or Divination could be better early game to find answer and Pull from Tomorrow as a late game bomb to refill your hand.

Magistrate's Scepter is also weird imo. It is really slow and op could just destroy it once you reach 3 counter and it will be 15 mana into nothing. If you want to take extra turn, add another Karn's Temporal Sundering.

I would swap Tezzeret, Cruel Machinist for the other one, Tezzeret, Artifice Master if you have the budget for. Can protect itself, draw two card each turn and can go fetch some big threath if you manage to do his -9.

I think you're trying to do too much things with your sideboard. Your deck is nice the way it goes I think, so you should try to either add more consistency or protect it with your sideboard. Thran Temporal Gateway is weird without Meteor Golem. Traxos, Scourge of Kroog is a good beater to have in this kind of deck.

If you manage to counterspell something with Unwind, what do you plan to do with your 3 untapped land ? I don't see a good way to do so, it might be better to just add a good hard counterspell like Disallow instead.

Metamorphic Alteration does not have a lot of non-legendary target to copy in your deck, so I think 3 would be a bit heavy in the sideboard. But it could be a nice way to deal with some scary stuff like a The Scarab God .

Anyway, that's a lot of stuff, I probably missed things too. If you disagree with something or have another question, I will be happy to answer you !

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