Karametra, God of Harvests 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
Indestructible As long as your devotion to green and white is less than seven, Karametra isn't a creature. Whenever you cast a creature spell, you may search your library for a Forest or Plains card, put it onto the battlefield tapped, then shuffle.
Complete guide
Karametra, God of Harvests is the ultimate engine for Selesnya decks, rewarding you with lands for every friend you bring to the party. As a Theros God, she stands as an indestructible enchantment that only joins the fray as a creature once your devotion to green and white is high enough. Even if she isn't a creature yet, her ability to ramp your mana remains fully active.
Divine Devotion and Type Changes
While on the battlefield, Karametra is only a creature if the total number of green and white mana symbols in the mana costs of permanents you control is seven or more. Note that Karametra herself provides two toward this count. If your devotion drops below seven, she immediately stops being a creature and a God, losing those types but remaining a legendary enchantment. This change can even happen mid-combat, which would remove her from combat entirely.
Cultivating the Land
Karametra's primary power triggers whenever you cast a creature spell. This trigger goes on the stack on top of your creature, meaning it resolves first. You can search for any card with the subtype 'Forest' or 'Plains,' including non-basic lands like Shock lands or Triomes. Because the ability triggers on casting, it doesn't matter if your creature is later countered; you still get your land.
Common Mistakes to Avoid
A frequent point of confusion is when the devotion check happens. While Karametra is in your hand, library, or on the stack, she is always a creature card regardless of your devotion. Additionally, remember that the land enters the battlefield tapped. Lastly, if you cast a creature for an alternative cost that changes its type, such as Bestow, it is an Aura spell on the stack and will not trigger Karametra.
Optimal Timing
Since Karametra's ability triggers on cast, you want to get her onto the battlefield as early as possible to maximize your mana advantage. She is particularly potent in decks with low-cost creatures or creatures that have their own land-searching abilities, allowing you to thin your deck rapidly and ensure you never miss a land drop for your late-game finishers.
Interaction examples
When you cast Solemn Simulacrum, Karametra's ability triggers immediately. You search your library for a Forest or Plains and put it into play tapped. Then, after the Simulacrum itself resolves and enters the battlefield, its own ability triggers, allowing you to search for another basic land. In one turn, you've added two lands to your board.
If Roaming Throne enters the battlefield and you choose 'God' as the creature type, it will interact with Karametra as long as she is currently a creature. If your devotion is seven or more, casting another creature spell will cause Karametra's ability to trigger twice thanks to the Throne, letting you fetch two lands for every single creature you cast.
If you cast Solemn Simulacrum and your opponent responds with a counterspell, Karametra's ability has already triggered and is on the stack. Even though the Simulacrum never reaches the battlefield, you still resolve Karametra's effect, searching your library for a Forest or Plains and putting it onto the battlefield tapped.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Karametra, God of Harvests
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If Karametra stops being a creature, it loses the type creature and the creature type God. It continues to be a legendary enchantment.
No other card is named in this ruling.
- #2· Wizards of the Coast
If an effect causes Karametra to lose all abilities, its ability that causes it to stop being a creature still applies if appropriate.
No other card is named in this ruling.
- #3· Wizards of the Coast
When Karametra enters the battlefield, your devotion to green and white will determine if a creature entered the battlefield or not for abilities that trigger whenever a creature enters the battlefield. The mana symbols in Karametra's own mana cost are counted when determining this.
No other card is named in this ruling.
- #4· Wizards of the Coast
Counters put on Karametra remain on it while it's not a creature, even if they have no effect.
No other card is named in this ruling.
- #5· Wizards of the Coast
If Karametra is attacking or blocking and it stops being a creature, it will be removed from combat. It won't rejoin combat if it resumes being a creature later during that combat.
No other card is named in this ruling.
- #6· Wizards of the Coast
An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
No other card is named in this ruling.
- #7· Wizards of the Coast
Your devotion to two colors is the number of mana symbols among mana costs of permanents you control that are the first color, the second, or both. If an effect counts your devotion to two colors, a hybrid symbol that is both of those colors is counted just once.
No other card is named in this ruling.
- #8· Wizards of the Coast
The type-changing ability that can make Karametra not be a creature functions only on the battlefield. It's always a creature card in other zones, regardless of your devotion to its color. It's always a creature spell while it's on the stack.
No other card is named in this ruling.
- #9· Wizards of the Coast
As Karametra enters the battlefield, your devotion to green and white will determine whether any replacement effects that affect creatures entering the battlefield apply. Because replacement effects are considered before Karametra is on the battlefield, the mana symbols in its mana cost won't be counted when determining this.
No other card is named in this ruling.
- #10· Wizards of the Coast
Karametra's abilities function as long as it's on the battlefield, regardless of whether it's a creature.
No other card is named in this ruling.
- #11· Wizards of the Coast
If a God is attacking or blocking and it stops being a creature, it will be removed from combat. It won't rejoin combat if it resumes being a creature later during that combat.
No other card is named in this ruling.
- #12· Wizards of the Coast
Your devotion to two colors is the number of mana symbols among mana costs of permanents you control that are the first color, the second, or both. If an effect counts your devotion to two colors, a hybrid symbol that is both of those colors is counted just once.
No other card is named in this ruling.
- #13· Wizards of the Coast
The type-changing ability that can make a God not be a creature functions only on the battlefield. It's always a creature card in other zones, regardless of your devotion to its color. It's always a creature spell while it's on the stack.
No other card is named in this ruling.
- #14· Wizards of the Coast
As a God enters the battlefield, your devotion to its color will determine whether any replacement effects that affect creatures entering the battlefield apply to that God. Because replacement effects are considered before the God is on the battlefield, the mana symbols in its mana cost won't be counted when determining this.
No other card is named in this ruling.
- #15· Wizards of the Coast
When a God enters the battlefield, your devotion to its color (including the mana symbols in the mana cost of the God itself) will determine if a creature entered the battlefield or not for abilities that trigger whenever a creature enters the battlefield.
No other card is named in this ruling.
- #16· Wizards of the Coast
If a God stops being a creature, it loses the type creature and the creature type God. It continues to be a legendary enchantment.
No other card is named in this ruling.
- #17· Wizards of the Coast
The abilities of Gods function as long as they're on the battlefield, regardless of whether they're creatures.
No other card is named in this ruling.
- #18· Wizards of the Coast
Counters put on a God remain on it while it's not a creature, even if they have no effect.
No other card is named in this ruling.
- #19· Wizards of the Coast
If an effect causes a God to lose all abilities, its ability that causes it to stop being a creature still applies if appropriate.
No other card is named in this ruling.
- #20· Wizards of the Coast
You can use the last ability to put any land card with the subtype Forest or Plains onto the battlefield, not just ones named Forest or Plains.
No other card is named in this ruling.
- #21· Wizards of the Coast
If you cast a creature card with bestow for its bestow cost, it becomes an Aura spell and not a creature spell. Karametra's last ability won't trigger.
No other card is named in this ruling.
- #22· Wizards of the Coast
Numeric mana symbols (
,
, and so on) in mana costs of permanents you control don't count toward your devotion to any color.
No other card is named in this ruling.
- #23· Wizards of the Coast
If an activated ability or triggered ability has an effect that depends on your devotion to a color, you count the number of mana symbols of that color among the mana costs of permanents you control as the ability resolves. The permanent with that ability will be counted if it's still on the battlefield at that time.
No other card is named in this ruling.
- #24· Wizards of the Coast
Hybrid mana symbols, monocolored hybrid mana symbols, and Phyrexian mana symbols do count toward your devotion to their color(s).
No other card is named in this ruling.
- #25· Wizards of the Coast
Mana symbols in the text boxes of permanents you control don't count toward your devotion to any color.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Karametra, God of Harvests + Shrieking Drake + Retreat to Coralhelm
- 1Activate a mana-producing creature by tapping it, adding at least
.
- 2Cast Shrieking Drake by paying
.
- 3Karametra triggers, causing you to search your library for a Forest or Plains and put it onto the battlefield tapped.
- 4When the Forest or Plains enters the battlefield, Retreat to Coralhelm triggers, untapping the mana-producing creature.
- 5Shrieking Drake enters the battlefield, returning itself from the battlefield to your hand.
- 6Repeat.
Legal formats
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