Karn Liberated

Karn Liberated

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.

Latest Decks as Commander

Karn Liberated Discussion

Flooremoji on Mono-Red answer for Stony silence?

2 weeks ago

In colorless you basically have Spine of Ish, Blast Zone, Scour from Existence, and Karn Liberated (probably missing some), of which only one is playable in modern (for the average deck). I'd recomend just splashing if at all possible, but if you want the deck to remain mono red or there is somthing else preventing you from changing color- Blast Zone is your best answer.

Alternativly you could try out Dragonsliver's sugestion to play around Stony Silence rather than destroy it.

kingtuf on Artifact Copying

4 weeks ago

It's true that Spark Double would give you another use of a planeswalker's ability but if your goal is to make tokens of it, it still runs into the same problem. Turning all your tokens into a copy of Spark Double means that all of the tokens are 0/0 illusions that die as state based actions. But a wincon consisting of a huge planeswalker army is still well within reach!

We probably all know about Jace, Cunning Castaway's interaction with Doubling Season. If he ults with Doubling Season on the board, he makes two copies of himself each of who can do it again. You end up with infinite Jaces. If you have Oath of Gideon or Oath of Teferi/The Chain Veil on the field, they will either have enough loyalty to create 2/2 creatures (in the case of the former) or will be ready to create 2/2 creatures next turn (in the case of the latter.) Infinite tokens are pretty decent for our pal, Brudiclad, Telchor Engineer dontcha think? But who wants to win with creatures attacking anyways? If we wanted that we just play Selesnya or something. Why not throw in another card to win in a truly glorious fashion? A card that you already run in your deck! Nicol Bolas, Dragon-God on the field with the two aforementioned cards (Jace and Doubling Season) allows you to make infinite Nicol Bolas! If you have Oath of Teferi out, you can +1 them all at once, exiling everything on the opponent's battlefields and from in the opponent's hands. Come to think of it, that dragon dunce should've just done this during War of the Spark... but I digress. I think that those might be some fun combos for you to look into! Also it's important to remember that Bolas doesn't just have to use his own +1. That wins the game, sure, but if you wanna be flashy, he can use the loyalty abilities of any other walker you have out! Draw your library and drain everyone with Sorin, Grim Nemesis, dragonbomb the shit out of everyone with Ugin, the Spirit Dragon, gain infinite life with Ajani, Strength of the Pride, same turn token storm with Chandras One and Two, empty hands with Davriel, Rogue Shadowmage or Karn Liberated, gain infinite mana with Teferi, Temporal Archmage or Domri, Anarch of Bolas and if you really want to stick to the big, bad dragon then literally every single Bolas walker wins the game on the spot. Now that's a flashy superfriends pop off!

You can even cheat out pieces of the combo with cards like Deploy the Gatewatch, Academy Rector, Arena Rector and my personal favorite Planebound Accomplice.

I hope you dig this path, I know the point was to do some Brudiclad shenanigans to go infinite but I'll be damned if this isn't a close second on the coolness scale!

Destroyerbirb on Jegantha Tron

1 month ago

The only problem I have is there isn't enough Ugin, the Spirit Dragons. I would take one Karn Liberated and one Wurmcoil Engine out of the list for two more Ugin, the Spirit Dragons. Karn Liberated only gets rid of a few problems, whereas Ugin, the Spirit Dragon gets rid of ALL the problems for a smaller impact on your wallet. Wurmcoil Engine is more of a card you get out of a wishboard than a in deck threat.

+1 from me.

mtgplayer100 on Tron Starter

1 month ago

Some of the 1-off creatures like Reality Smasher don't really fit in here. Karn Liberated is an absolute playset must, assuming you can afford him. Otherwise looks decent

RiotRunner789 on Good Commanders for Superfriends

1 month ago

Arcades, the Strategist: Provides solid card draw with literal walls to protect your walkers (many of which can fly). I've seen some disgusting Superfriends builds with this guy specially buing in green to ramp to Karn Liberated and Ugin, the Spirit Dragon.

Lavinia, Azorius Renegade: Good stax commander. Slow down the board to a crawl and just get the emblem for every azorious planeswalker out there. I have a Lavinia stax deck with a Superfirends sub-theme (8 walkers) and it is not challenging to get their emblems.

Bonus, being in azorious colors for both commanders gives the best superfriends cards of them all with Oath of Teferi. Arcades just gets better with Doubling Season.

SynergyBuild on The Immortal Mr. Mittens

1 month ago
  • Laughs in the fact pretty much every deck other than blitz has maindeck enchantment removal *

Jund has discard, Maelstrom Pulse, Abrupt Decay (One of it wrecks this entire deck), Assassin's Trophy, etc. Azorius Control can counter it easily, resolve a Teferi, Time Raveler or Teferi, Hero of Dominaria, or even just deck you with a Jace, the Mind Sculptor ult.

Then Eldrazi's have Thought-Knot Seer (somehow always turn 2-3 smh, I hate that deck), Ugin, the Ineffable, All Is Dust, some have Karn Liberated, all of them have Blast Zone, which can't even be countered, and other meta decks don't even often care.

Ad Nauseam doesn't care, Dredge decks just Creeping Chill you after they dealt 15 damage in creatures pre-turn 4 (and runs sideboard Nature's Claims), blitz can kill you by then, Temur Reclamation has countermagic, better draw, and answers like Blast Zone, and the rest of the metagame just fits in with these.

Maybe like 3 years ago players didn't run enough enchantment removal, but as is every deck has the stuff, I love the list, and posted a couple Phyrexian Unlife ones around that time, but even just a few months later that deck was outdated and couldn't compete, and more and more cards have come out shutting down this strategy, as Abrupt Decay killed the blue-white counter versions and now Assassin's Trophy/Blast Zone put it in the grave, as the list spends so much to get the lock it needs a slow enough wincon the opponent can disrupt it and win.

As is I can really only see a Blood Moon variant to screw up some of the Blast Zones and the mana to cast Abrupt Decay and it's ilk. +1 on the list though, I do love the deck, I just don't think it's great in the metagame ;-;

pistolpeteiii on Mayael, Conjurer of Giant Beasts

2 months ago

I would most likely cut Magmatic Force, Sigarda, Host of Herons, and Karn Liberated.

3 damage to any target isn't bad, but bolting one thing at the beginning of every upkeep just isn't that big of an affect for the mana cost. Even hitting off of your commander's trigger, its a 6 mana 7/7 with no evasion. Using a ramp spell here would get you "free-casting" Eldrazi much sooner.

Along the same lines, Sigarda isn't much of a threat on her own. The body is fine... but again, your deck is full of nasty 6/6 + creatures and you'd rather have a chance at an eldrazi a turn earlier than have a flier with very limited protection capability. Even Shalai, Voice of Plenty provides a greater deal of protection for less mana (with a mana sink to boot).

Karn isnt a creature, and the whole goal of the deck is to spin the wheel and get creatures for cheap. Its a great card, but is a non-bo and limits your deck's ability (slightly, but still) to do what it wants to do efficiently. Running ramp here would start your engine much quicker, and help you get good board presence against those heavily aggressive opponents.

DemonDragonJ on Double Masters Speculation

2 months ago

Forgive the double post, but a new previews was revealed after I submitted my previous post.

Breya, Etherium Shaper being reprinted has me hoping that all five of the four-colored generals from Commander 2016 shall be reprinted, because I would like to have Kynaios and Tiro of Meletis with the new legendary card frame.

Karn Liberated is another wonderful reprint, because he is such an awesome card, and I do appreciate the Urza lands being reprinted, but why is WotC reprinting them when the loci (i.e., Cloudpost and Glimmerpost) are superior to them?

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