Karn, Argent Defender 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
Artifacts and creatures entering the battlefield don't cause abilities to trigger.
How it works : Karn, Argent Defender
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Triggered abilities use the word "when," "whenever," or "at." They're often written as "[Trigger condition], [effect]." Some keyword abilities are triggered abilities and will have "when," "whenever," or "at the beginning of" in their reminder text.
No other card is named in this ruling.
- #2· Wizards of the Coast
Replacement effects, such as a permanent entering the battlefield tapped or with counters on it, are unaffected. Abilities that apply "as [this permanent] enters" are replacement effects.
No other card is named in this ruling.
- #3· Wizards of the Coast
If Karn, Argent Defender and another artifact or creature enter the battlefield at the same time, neither one will cause triggered abilities to trigger when they enter the battlefield.
No other card is named in this ruling.
- #4· Wizards of the Coast
Look at the permanent as it exists on the battlefield, taking into account continuous effects, to determine whether any triggered abilities will trigger. For example, if you control Opalescence, which says, in part, "Each other non-Aura enchantment is a creature," each enchantment will be a creature at the time it enters the battlefield and will not cause triggered abilities to trigger.
No other card is named in this ruling.
- #5· Wizards of the Coast
The trigger event doesn't have to specify artifacts or creatures entering the battlefield. For example, Tireless Tracker has an ability that says "Whenever a land you control enters, investigate." If an artifact land or creature land you control enters, that ability won't trigger. If a nonartifact, noncreature land you control enters, the ability will trigger.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Wormfang Manta + Thassa, Deep-Dwelling + Karn, Argent Defender
- 1At the beginning of your end step, Thassa triggers, blinking Wormfang Manta.
- 2When Wormfang Manta leaves the battlefield, its second ability triggers, causing you to take an extra turn after this one.
- 3Wormfang Manta entering does not cause its abillity to trigger due to Karn.
- 4Repeat each turn.
Wormfang Manta + Teleportation Circle + Karn, Argent Defender
- 1At the beginning of your end step, Teleportation Circle triggers, blinking Wormfang Manta.
- 2When Wormfang Manta leaves the battlefield, its second ability triggers, causing you to take an extra turn after this one.
- 3Wormfang Manta entering does not cause its abillity to trigger due to Karn.
- 4Repeat each turn.
Wormfang Manta + Conjurer's Closet + Karn, Argent Defender
- 1At the beginning of your end step, Conjurer's Closet triggers, blinking Wormfang Manta.
- 2When Wormfang Manta leaves the battlefield, its second ability triggers, causing you to take an extra turn after this one.
- 3Wormfang Manta entering does not cause its abillity to trigger due to Karn.
- 4Repeat each turn.
Wormfang Manta + Y'shtola Rhul + Karn, Argent Defender
- 1At the beginning of your end step, Y'shtola Rhul triggers, blinking Wormfang Manta.
- 2When Wormfang Manta leaves the battlefield, its second ability triggers, causing you to take an extra turn after this one.
- 3Wormfang Manta entering does not cause its abillity to trigger due to Karn.
- 4Repeat each turn.
Wormfang Manta + The Mighty Thor, Jane Foster + Karn, Argent Defender
- 1Declare The Mighty Thor as an attacker, attacking an opponent that cannot kill it in combat.
- 2When The Mighty Thor attacks, it triggers, blinking Wormfang Manta.
- 3When Wormfang Manta leaves the battlefield, its second ability triggers, causing you to take an extra turn after this one.
- 4Wormfang Manta entering does not cause its abillity to trigger due to Karn.
- 5Repeat each turn.
Wormfang Manta + Brago, King Eternal + Karn, Argent Defender
- 1Declare Brago as an attacker attacking a player who cannot block it.
- 2When Brago deals combat damage to a player, it triggers, blinking Wormfang Manta.
- 3When Wormfang Manta leaves the battlefield, its second ability triggers, causing you to take an extra turn after this one.
- 4Wormfang Manta entering does not cause its abillity to trigger due to Karn.
- 5Repeat each turn.
Wormfang Manta + Roon of the Hidden Realm + Karn, Argent Defender
- 1Activate Roon of the Hidden Realm by paying
and tapping it, exiling and returning (at end step) Wormfang Manta.
- 2When Wormfang Manta leaves the battlefield, its second ability triggers, causing you to take an extra turn after this one.
- 3Wormfang Manta entering does not cause its abillity to trigger due to Karn.
- 4Repeat each turn.
Wormfang Manta + Airbender Ascension + Karn, Argent Defender
- 1At the beginning of your end step, Airbender Ascension's last ability triggers, blinking Wormfang Manta.
- 2When Wormfang Manta leaves the battlefield, its second ability triggers, causing you to take an extra turn after this one.
- 3Wormfang Manta entering does not cause its abillity to trigger due to Karn.
- 4Repeat each turn.
Legal formats
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Meta decks with Karn, Argent Defender
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