Karn, the Great Creator

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Format Legality
1v1 Commander Legal
Archenemy 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
Planechase Legal
Quest Magic Legal
Vanguard 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

Tomiix on JLK's Urtet | Game Knights #60

1 month ago

I am a big fan of Urtet, and I am so glad that there is finally a Myr commander that is a Myr.

There are some deck building decisions I am curious about.

The first of which is the purpose of Temur Sabertooth. I may just be missing it, but I don't see any of the usual suspects when it comes to Temur Sabertooth synergy. I know that generally it provides good value by giving you several casts of Myr, though is that the sole purpose? I can see a three card combo with the likes of Urza and some artifact cost reducers to make the cost to do the flickering rather cheep. Though I don't see it going infinite with the current deck construction. (Which might be on purpose! I don't know what the standards of Game Knight's lists are.)

Intruder Alarm seems really good for this deck. Is it cut for power reasons? I think cards like this make Temur Sabertooth make more sense, since you could get a good mana engine going with Temur Sabertooth, some existing mana dork creatures, and intruder alarm. If you have any of your draw effects too you could basically go through your deck. (Which may be the reason it's not in there!)

Is there a reason for not running artifact matters synergies? I am aware of there being the cycle of artifact lands, and artifact dual lands. I feel like this list could take easy advantage of metalcraft cards, affinity etc for cool payoffs! Is that an intentional decision due to cards like Karn, the Great Creator?

Do cards like Elesh Norn and Crystal Shard make the cut for you personally off the show?

Big fan looking to build the deck myself and would love any insights you could give on why the deck was built the way it was. I may lean into the Myr tribal synergies more, but that is just because I love the tribe so gosh dang much. I plan on including cards like Myr Matrix, Genesis Chamber and Myr Reservoir

wallisface on Door to TRON

1 month ago

Some thoughts:

wallisface on Lanter Control

1 month ago

Some thoughts:

  • you really need the full playset of Ensnaring Bridge to be able to reliably survive against an opponents attacks.

  • both Ashiok, Dream Render and Karn, the Great Creator feel out of place here. Ashiok is maybe a decent sideboard option, but i think Karn is just going to slow you down.

  • imo you need some lifegain outlet to not have an absolutely terrible matchup versus burn. I’ve found a single copy of The Underworld Cookbook work wonders for this in that it’s Saga-fetchable, and it also helps Ensnaring Bridge get online faster.

DawnsRayofLight on Breya Treasures

2 months ago

Given the Mana curve, you can probably get away with 33-34 lands.

Might as well run Urza, Lord Protector  Meld as well

I know you were talking about adding Mycosynth Lattice to use with Vandalblast and Karn, the Great Creator (it is not official, but at some point they're going to need to create wishboard in the EDH rules to use with fetching cards outside the game, 10 is what I usually see allowed--> you could use this to add some artifacts to board that could act in a more stax capacity.


Ethersworn Canonist

Sen Triplets

Grafdigger's Cage

Void Mirror

Silent Arbiter

Lion Sash

Phyrexian Revoker

Defense Grid

Mana Web

--Flex slot--

Some cards I am not big on, i.e. I think you can drop these:

Impact Tremors: I get it works with a combo but I feel like there are better cards to use

Fable of the Mirror-Breaker  Flip: a pretty good card, it could fit in here, but you may need to run more reanimating cards, I don't feel it exactly fits too much with the goblin token and the mini-kiki

Pitiless Plunderer: excels in decks with lots of creature sacs but I don't see as much in this list, I feel at a glance, that it is more of a dead card more often than not.

That should give you some spots for Karn, Mycosynth, Urza, and maybe some artifact recursion like Tameshi, Reality Architect and/or Mishra, Tamer of Mak Fawa

IHATENAMES on At what point do you …

2 months ago

I would define magical Christmas land as relying on 3 or more single cards without 2ce the number of ways to find them. Especially if it lacks multiple replacements for the *combo pieces.

In edh it comes up the most due to the singleton nature of the format. If you have enough synergy like your example maybe it could fit. Fetchlands as mentioned is a big one. Or have more reasons to run cards that benefit from multiple artifact on your side or opponents. Dack Fayden steals any perm. Karn, the Great Creator kills 0 cmc permanents. Tldr With enough synergy it can work.

Valduk, Keeper of the Treasury For instance I have a mono red equipment vultron deck based around making a ton of treasures. I run Bludgeon Brawl as a 3 mana do nothing most of the time. This is because there is alot that needs to go right with only some artifact tutors in the deck. Valduk, Keeper of the Flame or one of the 2 other payoffs for having many equipment that do nothing on a creature, multiple treasures to equipt and the least important the Bludgeon Brawl which I have no tutors for. I can guarantee that this has worked out and swung a game before but it's so unlikely that the scenario of it happening and if it does that it actually finishes a game it is magical chrismas land.

Profet93 on Kozilek to soothe the colorless soul

2 months ago

Mystic forge + top + artifact cost reducer/Ugin, the Ineffable/Cloud Key/Semblance Anvil = Draw your entire deck

Basalt + Forsaken = Infinite mana

Basalt + Rings of Brighthearth = Infinite mana. Add top to draw your entire deck

Everflowing (4 counters) + Rings + Voltaic key (not manifold) = Infinite mana

Scorched Ruins + Deserted Temple + Rings = Infinite mana

Metalworker + voltaic + rings = Infinite mana

Mycosynth Lattice + Karn, the Great Creator = FUn

Blinkmoth Urn + lattice = Interesting times. Add a Blinkmoth Well to well, make it more interesting by tapping the urn. Well can also be used on opposing mana artifacts during their upkeep to reduce their mana for the turn + politics

Some combos are better suited than others, but most are very synergistic with the deck and should not be overlooked. Let me know what you think and if you want suggestions for cuts.

Profet93 on The Inevitable Annihilation

2 months ago

Everflowing Chalice (4 counters) + Voltaic key + Rings = Infinite colorless

Deserted Temple + Scorched Ruins + Rins = Infinite colorless

Expedition Map - Help you find temple, eye of ugin (to find kozilek to refill hand or other eldrazi, also, ramp), or any utility land. It also helps ensure you don't miss a land drop early game.

Field of the Dead - Zombies eat brains for breakfast. Yummy

Mystic forge + Sensei's divining top + artifact cost reducer Cloud Key/Semblance Anvil/Ugin Ineffable = Draw your entire deck. Also note, top + rings w/ basalt = draw your entire deck

Ugin, the Spirit Dragon - Wipe

Blinkmoth Urn - Ramp

Blinkmoth Well - Politics, tap blinkmoth urn, or Winter Orb.

Mycosynth Lattice = Fun shenanigans, especially with urn. Combine with an Karn, the Great Creator for a hard lock. Karn could take the place of liquid metal tongue perhaps?

Metalworker + rings + voltaic key = Infinite colorless

Grim Monolith + forsaken monument + rings = Infinite colorless

Chromatic Orrery + rings + voltaic key = Infinite colorless

Most if not all of the cards suggested for combo are also relevant without it, ensuring little to no dead cards. Let me know what you think, looking forward to your response.

plakjekaas on People's Thoughts on Mommy Norn?

2 months ago

DrukenReaps it sounds like you've never played mono white stax before. Crippling the game from the command zone is a good thing? This as a commander single-handedly halves the amount of games you can play in a night, annoying your opponents in the process.

I've never played a game where Torpor Orb wasn't universally welcomed with groans from all players who didn't cast it. It's fun... once. Just once. See what happens and then disband the deck or be sternly lectured by the playgroup. Take it from someone who played Hokori, Dust Drinker and Lavinia, Azorius Renegade long ago with the same vibes '^^

cEDH players will probably think it's fine, the higher power your meta, the better your answers to a threat like this, or at least the better your ability to play around it. It's as much mana as Ad Nauseam after all. But at casual tables, this card screams very loudly: "DOUBLE MY FUN, NONE FOR YOU ALL" which is a sentiment I don't associate with white in the color pie, nor with a nice game of casual commander '^^

It really is on the same page as Hullbreacher, Opposition Agent, Narset, Parter of Veils, Notion Thief, Drannith Magistrate, Karn, the Great Creator and the like. It's going to punish opponents just for trying to play their deck, even without any other deckbuilding effort. It's at least as punishing as the old praetors, but for half the mana.

If you go against this deck, play blue and make sure you can Clone it, so that everybody is equally unhappy and all can learn from the terrible experience ;)

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