Karakas 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.
Official card text
: Add
.
: Return target legendary creature to its owner's hand.
Complete guide
Karakas is a powerhouse utility land that has been a staple in eternal formats for decades. It provides both white mana and a repeatable way to protect your own legendary heroes or disrupt your opponent's most powerful threats.
What Karakas Does
Karakas is a Legendary Land that functions as both a mana source and a defensive tool. It can be tapped to add one white mana to your mana pool, or it can be tapped to activate its ability to return a target legendary creature to its owner's hand. Because it is a land, it does not use the stack when played, but its return ability is an activated ability that can be responded to.
How it Resolves Step by Step
To use the bounce ability, you first tap Karakas and choose a target legendary creature currently on the battlefield. Once the ability is activated, it goes on the stack. If the ability resolves, the creature is moved from the battlefield back into its owner's hand. If the target becomes illegal before resolution—for example, if it gains hexproof or is no longer a legendary creature—the ability will fail to resolve and stay on the battlefield.
Common Mistakes to Avoid
The most common mistake is forgetting that Karakas is itself Legendary; you cannot have two copies of Karakas on the battlefield under your control at once, or the Legend Rule will force you to put one into the graveyard. Additionally, this land can only target legendary creatures. You cannot use it to bounce legendary planeswalkers, artifacts, or enchantments unless they are also creatures.
When to Play It
In formats like Legacy or Vintage, Karakas is essential for answering powerful commanders or creatures like Griselbrand. It is also excellent for saving your own legendary creatures from removal spells. Since it taps for white mana immediately, there is very little downside to including a single copy in any deck running white.
Interaction examples
You tap Karakas for its first ability to add {W} to your mana pool. This is a mana ability and does not use the stack.
Your opponent attacks with a legendary creature. You tap Karakas and target that creature. The ability resolves, returning the creature to the opponent's hand before damage is dealt.
If your commander is white and you control both lands, Karakas provides your white source while Command Tower taps for {W} because it matches your commander's color identity.
If you control Karakas and your opponent controls Exotic Orchard, their Exotic Orchard can now tap for {W} because your land could produce that color.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Karakas
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Popular combos
Real combos played by the community, sorted by popularity.
Emrakul, the Exigent Doom + Karakas
- 1Activate any number of lands by tapping them, adding at least
- 2Cast Emrakul by paying
plus commander tax if applicable.
- 3Emrakul triggers, untapping all lands you control.
- 4Resolve Emrakul. Then, activate Karakas's second ability by tapping it, returning Emrakul from the battlefield to your hand.
- 5Repeat.
Karakas + Zacama, Primal Calamity
- 1Tap Karakas targeting Zacama to return Zacama to your hand.
- 2Tap your lands for at least
Cast Zacama.
- 3Zacama enters the battlefield, untapping all your lands.
- 4Repeat.
Karakas + Emrakul, the Aeons Torn
- 1Cast Emrakul for
.
- 2Emrakul triggers, granting you an extra turn after this one.
- 3Tap Karakas to return Emrakul to your hand.
Legal formats
Commentaires
- Sois le premier à commenter cette carte.
Read next
Meta decks with Karakas
No archived Top 8 deck with this card yet.



Command Tower
Exotic Orchard

