← MTG Rules

Rules guide · Legendary Planeswalker

Karn LiberatedHow it works & interactions with other cards

By the ManaCount desk· 5 min read· Double Masters· August 7, 2020
Carte Magic Karn Liberated

Karn Liberated 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

+4: Target player exiles a card from their hand. −3: Exile target permanent. −14: Restart the game, leaving in exile all non-Aura permanent cards exiled with Karn. Then put those cards onto the battlefield under your control.

How it works : Karn Liberated

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    A game that restarts immediately ends the preceding game. The players in that game then immediately begin a new game. No player wins, loses, or draws the original game as a result of Karn's ability.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Players can't move cards between their deck and sideboard before the new game.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    The player who controlled the ability that restarted the game is the starting player in the new game. The new game starts like a game normally does: Each player shuffles their deck (except the cards left in exile by Karn's ability). Each player's life total becomes 20 (or the starting life total for whatever format you're playing). Players draw a hand of seven cards. Players may take mulligans. Players may take actions based on cards in their opening hands, such as those of Leylines.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Karn's first and third abilities are linked. Similarly, Karn's second and third abilities are linked. Only non-Aura permanent cards exiled by either of Karn's first two abilities will remain in exile when the game restarts.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    After the pregame procedure is complete but before the new game's first turn, Karn's ability finishes resolving and the cards left in exile are put onto the battlefield. If this causes any triggered abilities to trigger, those abilities are put onto the stack at the beginning of the first upkeep step.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Permanents put onto the battlefield due to Karn's ability will have been under the starting controller's control continuously since the beginning of that player's first turn. Creatures among them can attack and their activated abilities with {T} in the cost can be activated.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Any permanents put onto the battlefield with Karn's ability that entered the battlefield tapped will untap during their controller's first untap step.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    No actions taken in the game that was restarted apply to the new game. For example, if you were dealt damage by Stigma Lasher in the original game, the effect that states you can't gain life doesn't carry over to the new game.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    Players won't have any counters or emblems they had in the original game.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    In a multiplayer game, any player who left the game before it was restarted with Karn's ability won't be involved in the new game.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    If a player leaves the game, all cards that player owns leave as well. If you leave the game, the permanents you control from Karn's ability are exiled.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    In a Commander game, each player puts their commander into the command zone before shuffling their deck, unless it was exiled with Karn. In that case, the commander remains in exile and will be put onto the battlefield when Karn's ability finishes resolving.

    No other card is named in this ruling.

  13. #13· Wizards of the Coast

    The number of times a player has cast their commander from the command zone resets to zero. The amount of combat damage dealt to players by each commander is reset to 0.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Aminatou, the Fateshifter
+Teferi, Master of Time
+Nicol Bolas, Dragon-God
+Karn Liberated
#1

Aminatou, the Fateshifter + Teferi, Master of Time + Nicol Bolas, Dragon-God + Karn Liberated

Infinite turnsLock
  1. 1Activate Nicol Bolas using Karn's first loyalty ability by putting four loyalty counters on it, causing a player to exile a card from their hand.
  2. 2Activate Aminatou's first loyalty ability by putting a loyalty counter on it.
  3. 3During your next turn, activate Nicol Bolas using Teferi's third loyalty ability by removing ten loyalty counters from it, causing you to take two extra turns after this one.
  4. 4Activate Aminatou's second loyalty ability by removing a loyalty counter from it, blinking Nicol Bolas, causing it to re-enter the battlefield with four loyalty counters on it.
  5. 5Activate Nicol Bolas using Karn's first loyalty ability by putting four loyalty counters on it, causing a player to exile a card from their hand.
  6. 6Repeat.
Vorel of the Hull Clade
+Ichormoon Gauntlet
+Liquimetal Torque
+Karn Liberated
#2

Vorel of the Hull Clade + Ichormoon Gauntlet + Liquimetal Torque + Karn Liberated

Infinite turnsLock
  1. 1Activate Liquimetal Torque's second ability by tapping it, causing Karn Liberated to become an artifact until end of turn.
  2. 2Activate Vorel of the Hull Clade by paying {G}{U} and tapping it, doubling the number of counters on Karn Liberated.
  3. 3Activate Karn Liberated by removing twelve loyalty counters from it, causing you to take an extra turn after this one.
  4. 4Repeat each turn.
Vorel of the Hull Clade
+Ichormoon Gauntlet
+Liquimetal Coating
+Karn Liberated
#3

Vorel of the Hull Clade + Ichormoon Gauntlet + Liquimetal Coating + Karn Liberated

Infinite turnsLock
  1. 1Activate Liquimetal Coating by tapping it, causing Karn Liberated to become an artifact until end of turn.
  2. 2Activate Vorel of the Hull Clade by paying {G}{U} and tapping it, doubling the number of counters on Karn Liberated.
  3. 3Activate Karn Liberated by removing twelve loyalty counters from it, causing you to take an extra turn after this one.
  4. 4Repeat each turn.
Vorel of the Hull Clade
+Ichormoon Gauntlet
+Encroaching Mycosynth
+Karn Liberated
#4

Vorel of the Hull Clade + Ichormoon Gauntlet + Encroaching Mycosynth + Karn Liberated

Infinite turnsLock
  1. 1Activate Vorel of the Hull Clade by paying {G}{U} and tapping it, doubling the number of counters on Karn Liberated.
  2. 2Activate Karn Liberated by removing twelve loyalty counters from it, causing you to take an extra turn after this one.
  3. 3Repeat each turn.
Vorel of the Hull Clade
+Ichormoon Gauntlet
+Mycosynth Lattice
+Karn Liberated
#5

Vorel of the Hull Clade + Ichormoon Gauntlet + Mycosynth Lattice + Karn Liberated

Infinite turnsLock
  1. 1Activate Vorel of the Hull Clade by paying {G}{U} and tapping it, doubling the number of counters on Karn Liberated.
  2. 2Activate Karn Liberated by removing twelve loyalty counters from it, causing you to take an extra turn after this one.
  3. 3Repeat each turn.
03

Legal formats

modernlegacyvintagecommanderoathbreakerduelpredh
0 Image

Commentaires

  • Sois le premier à commenter cette carte.

Read next

Meta decks with Karn Liberated

No archived Top 8 deck with this card yet.

Explore the meta
Official source