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Rules guide · Legendary Creature

God-Eternal KefnetHow it works & interactions with other cards

By the ManaCount desk· 7 min read· War of the Spark· May 3, 2019
Carte Magic God-Eternal Kefnet

God-Eternal Kefnet is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Flying You may reveal the first card you draw each turn as you draw it. Whenever you reveal an instant or sorcery card this way, copy that card and you may cast the copy. That copy costs {2} less to cast. When God-Eternal Kefnet dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.

How it works : God-Eternal Kefnet

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    It's important to reveal the first card you draw each turn (or choose not to reveal it) before it is mixed with the other cards in your hand. You look at the card as you draw it before choosing whether to reveal it.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    You don't have to reveal a drawn card if you don't wish to copy it at that time.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If you reveal a card this way, it remains revealed until Kefnet's triggered ability finishes resolving.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    You can reveal and copy an instant or sorcery card this way on any turn, not just your own, if it's the first card you've drawn that turn.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Multiple card draws are always treated as a sequence of individual card draws. For example, if you haven't drawn any cards yet during a turn and cast a spell that instructs you to draw three cards, you'll draw them one at a time. Only the first card drawn this way may be revealed and copied with Kefnet's ability.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If an effect puts a card into your hand without using the word "draw," the card wasn't drawn.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    You can cast the copy only as Kefnet's triggered ability resolves. If you don't want to cast it at that time (or you can't cast it, perhaps because there are no legal targets available), the copy ceases to exist. You can't cast it later.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    You can cast the copy during the resolution of the triggered ability if it's a sorcery, no matter whose turn it is or which phase it is.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    If the card leaves your hand before Kefnet's triggered ability resolves, you'll copy it using its last known information.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    The copy is created in and cast from your hand.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Kefnet's ability). The mana value of the spell remains unchanged, no matter what the total cost to cast it was.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    If you somehow control more than one God-Eternal Kefnet (perhaps because one is a Spark Double), you may reveal a card you draw for any number of their abilities. One at a time, each will copy the card if it's an instant or sorcery, and you may cast each of them. Each copy resolves before you cast the next, and each copy's cost is reduced by only {2}.

    No other card is named in this ruling.

  13. #13· Wizards of the Coast

    If one of these Gods leaves the graveyard or exile while its last ability is on the stack, it will remain in its new zone, even if that zone is a graveyard or exile.

    No other card is named in this ruling.

  14. #14· Wizards of the Coast

    If the God's owner has two or fewer cards in their library, the God is put on the bottom of their library as its last ability resolves.

    No other card is named in this ruling.

  15. #15· Wizards of the Coast

    If you control another player's God when it dies, you decide whether to put that card into its owner's library.

    No other card is named in this ruling.

  16. #16· Wizards of the Coast

    If an effect exiles the God and immediately returns it to the battlefield, its last ability triggers but will have no effect. However, if an effect exiles it and would return it to the battlefield at a later time, the God's ability may return that card to its owner's library first. If it does, the effect that exiled it won't return it later.

    No other card is named in this ruling.

  17. #17· Wizards of the Coast

    In a multiplayer game, if you put another player's God onto the battlefield under your control, it will be exiled as you leave the game. If you were still the controller of that God, you would control its triggered ability but you have left the game; that ability won't resolve and the card remains in exile. Similarly, if you lose the game at the same time that another player's God that you put onto the battlefield is destroyed, it remains in its owner's graveyard.

    No other card is named in this ruling.

  18. #18· Wizards of the Coast

    If one of these Gods dies and it's your commander, you may put it into the command zone before its ability puts it into your library. If you save your commander this way, it won't put it into your library. The same is true if it would be exiled.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

God-Eternal Kefnet
+Scroll Rack
+Nexus of Fate
#1

God-Eternal Kefnet + Scroll Rack + Nexus of Fate

Infinite turnsSkip your draw stepsLock
  1. 1Tap Scroll Rack and pay {1} to activate it, putting Nexus of Fate on top of your library.
  2. 2Pass the turn.
  3. 3On your next draw step, when you draw Nexus of Fate, reveal it due to Kefnet's ability, making a copy that costs {2} less to cast.
  4. 4Cast the copy for {3}{U}{U}, granting you an extra turn.
God-Eternal Kefnet
+Scroll Rack
+Time Warp
#2

God-Eternal Kefnet + Scroll Rack + Time Warp

Infinite turnsSkip your draw stepsLock
  1. 1Tap Scroll Rack and pay {1} to activate it, putting Time Warp on top of your library.
  2. 2Pass the turn.
  3. 3On your next draw step, when you draw Time Warp, reveal it due to Kefnet's ability, making a copy that costs {2} less to cast.
  4. 4Cast the copy for {1}{U}{U}, granting you an extra turn.
God-Eternal Kefnet
+Scroll Rack
+Temporal Mastery
#3

God-Eternal Kefnet + Scroll Rack + Temporal Mastery

Infinite turnsSkip your draw stepsLock
  1. 1Tap Scroll Rack and pay {1} to activate it, putting Temporal Mastery on top of your library.
  2. 2Pass the turn.
  3. 3On your next draw step, when you draw Temporal Mastery, reveal it due to Kefnet's ability, making a copy that costs {2} less to cast.
  4. 4Cast the copy for {3}{U}{U}, granting you an extra turn.
God-Eternal Kefnet
+Scroll Rack
+Temporal Manipulation
#4

God-Eternal Kefnet + Scroll Rack + Temporal Manipulation

Infinite turnsSkip your draw stepsLock
  1. 1Tap Scroll Rack and pay {1} to activate it, putting Temporal Manipulation on top of your library.
  2. 2Pass the turn.
  3. 3On your next draw step, when you draw Temporal Manipulation, reveal it due to Kefnet's ability, making a copy that costs {2} less to cast.
  4. 4Cast the copy for {1}{U}{U}, granting you an extra turn.
God-Eternal Kefnet
+Jace, the Mind Sculptor
+Time Warp
#5

God-Eternal Kefnet + Jace, the Mind Sculptor + Time Warp

Infinite turnsLock
  1. 1Activate Jace's zero loyalty ability, putting Time Warp on top of your library.
  2. 2Move to your next turn.
  3. 3On your next draw step, when you draw Time Warp, reveal it due to Kefnet's ability, making a copy that costs {2} less to cast.
  4. 4Cast the copy for {1}{U}{U}, granting you an extra turn.
God-Eternal Kefnet
+Jace, the Mind Sculptor
+Nexus of Fate
#6

God-Eternal Kefnet + Jace, the Mind Sculptor + Nexus of Fate

Infinite turnsLock
  1. 1Activate Jace's zero loyalty ability, putting Nexus of Fate on top of your library.
  2. 2Pass the turn.
  3. 3On your next draw step, when you draw Nexus of Fate, reveal it due to Kefnet's ability, making a copy that costs {2} less to cast.
  4. 4Cast the copy for {3}{U}{U}, granting you an extra turn.
God-Eternal Kefnet
+Jace, the Mind Sculptor
+Temporal Mastery
#7

God-Eternal Kefnet + Jace, the Mind Sculptor + Temporal Mastery

Infinite turnsLock
  1. 1Activate Jace's zero loyalty ability, putting Temporal Mastery on top of your library.
  2. 2Pass the turn.
  3. 3On your next draw step, when you draw Temporal Mastery, reveal it due to Kefnet's ability, making a copy that costs {2} less to cast.
  4. 4Cast the copy for {3}{U}{U}, granting you an extra turn.
God-Eternal Kefnet
+Isochron Scepter
+Brainstorm
+Time Warp
#8

God-Eternal Kefnet + Isochron Scepter + Brainstorm + Time Warp

Infinite turnsLock
  1. 1During the end step before your turn, activate Isochron Scepter by paying {2} and tapping it, casting a copy of Brainstorm without paying its mana cost.
  2. 2Resolve Brainstorm, causing you to draw three cards and put Time Warp and another card on top of your library, ensuring Time Warp is the topmost card.
  3. 3Move to your turn, drawing and revealing Time Warp during your draw step.
  4. 4God-Eternal Kefnet's first ability triggers, causing you to pay {1}{U}{U} to cast a copy of Time Warp.
  5. 5Resolve the copy of Time Warp, causing you to take an extra turn after this one.
  6. 6Activate Isochron Scepter by paying {2} and tapping it, casting a copy of Brainstorm without paying its mana cost.
  7. 7Repeat from step 2.
03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawlduel
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