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Rules guide · Enchantment

KarmaHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Eighth Edition· July 28, 2003
Carte Magic Karma

Karma 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

At the beginning of each player's upkeep, this enchantment deals damage to that player equal to the number of Swamps they control.

Complete guide

Karma is a classic white enchantment that turns an opponent's mana base against them by punishing the use of Swamps. It serves as a powerful deterrent against black-heavy decks, ensuring that a player's own land choices can lead to their downfall. In a multiplayer setting, it creates a ticking clock that forces Swamp-reliant players to find a solution quickly.

What It Does

Karma is an enchantment that tracks the number of Swamps each player controls at the start of their turn. It possesses a triggered ability that triggers at the beginning of every player's upkeep phase. When this ability resolves, Karma deals damage to the active player equal to the total number of Swamps they have on the battlefield. It is important to note that this is damage, not loss of life, so effects that prevent or redirect damage can interact with it.

Resolution Step by Step

First, the player's upkeep begins, and Karma's ability is put onto the stack. Second, players have the opportunity to respond with spells or abilities; for example, a player might destroy a Swamp to reduce the incoming damage. Third, the ability resolves. At this specific moment, the game checks how many lands with the Swamp subtype the player currently controls. Finally, Karma deals damage equal to that number to the player.

Common Mistakes

A frequent error is calculating the damage when the ability triggers. Per the official rulings, the amount of damage is determined only when the ability resolves. If you lose control of your Swamps before the resolution, you take less damage. Additionally, players often forget that Karma checks for the 'Swamp' land type, not just basic Swamps. Any non-basic land with the Swamp subtype will contribute to the damage total.

When to Play It

Karma is most effective in matchups against Mono-Black or heavy multicolor decks utilizing black mana. It excels in slow, grindy games where you can protect your own life total while the opponent's lands slowly defeat them. It is best paired with other 'taxing' or defensive white enchantments that make it difficult for the opponent to play spells or attack while they are losing life every turn.

Interaction examples

Taxing the Opposition

With Karma on the board, your opponent is taking damage every upkeep based on their Swamps. If you also have Smothering Tithe and Ghostly Prison, you create a 'prison' effect. The opponent is pressured by Karma's damage, but if they try to draw extra cards to find an answer, Smothering Tithe gives you Treasures. If they try to attack to end the game quickly, Ghostly Prison forces them to spend mana they might not have, especially if Karma has already forced them to be cautious with their land usage.

Upkeep Pressure

During an opponent's upkeep, Karma triggers. If the opponent controls four Swamps, they must decide if they want to use their mana to destroy Karma now or save it to pay for Ghostly Prison's tax during the combat phase. If they do nothing, the Karma ability resolves, checking the board state, seeing four Swamps, and dealing 4 damage to them immediately.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Karma

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Amount of damage is determined when the ability resolves and not when it is placed on the stack.

    No other card is named in this ruling.

02

Legal formats

modernlegacyvintagecommanderoathbreakerduelpremodernpredh
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