Karn, the Great Creator

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Vintage Legal

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

Jett2112 on M.T.G.P.D. Good Cop / Bad Cop

6 days ago

LOL I built this deck because my playgroup called the M.T.G.P.D. now it's here to serve and protect! No really, I made this deck (without sideboard) to play in a very creature heavy battlecruiser style meta with very few control decks and not much interaction. I chose Thrasios, Triton Hero and Vial Smasher the Fierce because I like the playstyle of using thrasios to draw interactions then using vial smasher as a win condition that capitalises off the interactions being cast.

I don't think it's even possible to win turn 5 (without sideboard) with this deck. by turn 5 I just want to have lots of mana and card draw to ensure I can interact with the table on their turn which starts a "clock" with random damage from Vial Smasher the Fierce. Between counterspells and board wipes we actually make games go longer than they normally would have.

(Good Cop) My playgroup has a "no combo" rule so no insta-wins (Thassa's Oracle) and no prison locks (Karn, the Great Creator + Mycosynth Lattice), However we optimize our decks and have no budget limits other than our actual budget. We have aggro decks in our group that can threaten lethal consistently by turn 5. M.T.G.P.D. Good Cop edition (without sideboard) is designed to be as powerful as possible within the playgroup rules and their spirit.

(Bad Cop) When playing for stakes or playing cEDH at the LGS or fest, I can make swaps to go from good cop to bad cop. By slotting in the combos and tutors from the sideboard and changing up the counterspells then taking out more casual battlecruiser cards from the mainboard, Bad Cop edition has potential to be a pure evil s-tier force of nature.

Profet93 on Druken Distortion

2 weeks ago

Blinkmoth Urn - HUGE ramp, can be even better with a tapping effect such as Clock of Omens or whatever tickles your fancy. Could even utilize a land such as Blinkmoth Well.

Mycosynth Lattice - Synergy with the above and Karn, the Great Creator. Not an entirely serious suggestion, but worth considering

Warping Wail - Additional counterspell.

Wurmcoil Engine - Not entirely serious but Wurm + Klan Ironworks + Nimdeathmantle = Infinite creatures and mana(?), I'm too tired to do math at the moment but I think it checks out

Cryptic Caves > Springjack pasture. Draws cards which is relevant for your commander and in a pinch. Can be copied with rings as well and recurred with crucible.

Field of the Dead > Rogue's passage. Do you often find yourself at a stalemate where rogue's passage would be actually beneficial? Field, while comes in tapped, can easily produce some zombie tokens to protect your boardstate, sac to trading post and more.

Cavern of Souls > Nephalia Academy. Do you find your opponents making you discard in your meta? If not, I dont see the purpose as you can't utilize your commander. Would you not be better served by protecting your creatures from counterspells despite getting the cast trigger? Budget restriction? No1 plays blue in the meta?

Skullclamp - Draw, is there a specific reason you're not running it?

Mindslaver - Given you run Emrakrul, it doesn't seem like you're against mind control effects. If so, then this is a worthwhile inclusion. Being able to effectively not only time skip them at worst, but make them lose (looking at u necropotence), keep their commander in exile, or just make them in such an unwinnable position that your victory is assured, the flexibility is strong and should not be overlooked. Also, politics! You did state the deck is archenemy, so perhaps no politics, but if you're already the enemy, might as well end their misery.

Also, Scorched Ruins + Rings + Deserted Temple = Infinite colorless mana.

To respond to your previous comment, I do not believe it is a worthwhile inclusion.

Icbrgr on Saheeli Altar/Cat 3rd place FNM!

1 month ago

Tonight I placed 3rd out of 10 players at FNM..... I replaced Spell Pierce with Force of Negation in the sideboard (It never came up). I have been attending my LGS for the passed few weeks and have been placing last or tied for last with some of my beloved homebrews; but tonight i wanted to take the gloves off and bring my "more competitive" deck.

Lost Game 1 Vs Ponza: (0-2)

This was a nightmare... game one and early Karn, the Great Creator came down and I scooped looking to change me wincon to Felidar Guardian.... game 2 I kept a 2 lander (A fetchland and a shockland not quite realizing/understanding i was facing Ponza)... Utopia Sprawl shenanigans into an early Blood Moon and I conceded rather than giving him the satisfaction of watching me squirm lol..... yikes... I was feeling really bad after this one.

Won Game 2 Vs Bogles (2-0)

Basically for both games i was just able to combo off before the Gladecover Scout was able to do me in... I was lucky and opened both Rip Aparts for game 2 which made Daybreak Coronet into a brick and it was G.G.s

Won Game 3 Vs Goblins (2-0)

I recognized this player and as soon as i saw the Mountain and the first Goblin I knew what I was up against and was holding onto my Lightning Bolts for the combo enabling goblins.... I drew swiftly into my own Mill combo winning game one and opted for some trickery for game 2 expecting a lot more artifact hate/removal in a mostly Goblin deck; so i took out my sorcery speed removal and put in additional Felidar Guardians. They made for life saving blockers and on the follow up Saheeli Rai was able to make all of the Cats for the win.

So tonight I had what I consider to be great success and am feeling like a winner and thought id share! I did not face the Crashing Footfalls/Living End players this evening and affinity was nowhere to be found tonight...Those decks and Ponza seem to be the decks to beat at this LGS.

Chasmolinker on Bluesteel Aggro

1 month ago

Has Lodestone Golem been pulling it's weight? I feel like you could do more at the 4-drop slot. Maybe Karn, the Great Creator, or something along those lines.

Madhava on glissaboyzz

1 month ago

I'd recommend Karn, the Great Creator x4. Move one of your Liquimetal Coatings to sideboard so Karn can fetch it for you, for those times when you can't seem to draw into any. Liquimetal-Coat one of opponent's lands, then use Karn's +1 ability to turn the artifact-land into a creature with power/toughness 0/0. Which dies instantly due to 0 toughness. Use in tandem with Glissa to blow up two lands per turn instead of one.

Then you could add more sideboard artifacts for Karn to grab; Batterskull is a nice finisher. Ratchet Bomb in case you need removal. Ensnaring Bridge for when you're getting overrun. Pithing Needle for opponents' walkers, et al... whatever you like.

These aren't exactly cheap... but replacing a few Forests with Boseiju, Who Endures may be a helpful upgrade as well.

Epidilius on UW Rubik’s

1 month ago

Most (basically all) the UW decks I see run 4x Archmage's Charm, how come you made the decision not to here?

Also, have you thought of going down to 2 TPB, moving them side, and running 4x Karn, the Great Creator instead?

mitchellmoncada2012 on Azusa, Always in a Rush

1 month ago

Hi Swift2210, I've just arrived after reading through the seven pages on Azusa at MTGSalvation. This seems to be a great list to me, I play with Null Rod and Collector Ouphe alongside Karn, the Great Creator. Everything else looks 90% similar... How has this list been performing in the local meta? Thanks a lot Swift

Profet93 on Bring Out Yer Dead!

1 month ago

Infernal Darkness works as a similar contamination except all big mana producing lands go through, doesn't require a creature and can be easily paid 1 -2 turns. The bigger issue are the mana dorks + rocks that are easily used to get around it. Dorks are easy to remove in black but artifacts not as much. I would suggest null rod but that shuts down your alters and you dont have a way to remove it when you need to win

Karn, the Great Creator - Works well, also brings back the inevitably exiled combo pieces.

This deck needs more draw, maybe a Read the Bones, Sign in Blood or Night's Whisper?

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