Khârn the Betrayer 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
Berzerker — Khârn the Betrayer attacks or blocks each combat if able. Sigil of Corruption — When you lose control of Khârn the Betrayer, draw two cards. The Betrayer — If damage would be dealt to Khârn the Betrayer, prevent that damage and an opponent of your choice gains control of it.
Complete guide
Khârn the Betrayer is a relentless engine of chaos on the battlefield, embodying the unpredictable nature of an Astartes Berserker. This card creates a unique political dynamic where damage doesn't kill him, but instead sends him to a new master while rewarding his former controller. Understanding his replacement and triggered abilities is key to surviving the carnage.
Unpacking The Betrayer
Khârn the Betrayer features a static ability that forces him to attack or block each combat if able. However, his most important feature is 'The Betrayer,' a replacement effect. If damage would be dealt to him, that damage is entirely prevented. Instead of taking damage, an opponent of your choice gains control of Khârn. Because this is a replacement effect, the change of control happens immediately, even in the middle of a spell's resolution.
Sigil of Corruption and Timing
Whenever you lose control of Khârn—either because he changed sides due to damage or because he left the battlefield—his 'Sigil of Corruption' ability triggers. Unlike the control change, this is a triggered ability that goes on the stack. If a single spell tries to deal damage multiple times, Khârn will bounce between players multiple times, and each former controller will eventually put a draw trigger on the stack once the spell finishes resolving.
Strategic Considerations
You should play Khârn when you want to pressure opponents while maintaining card advantage. Since he must attack or block, he will inevitably face combat damage, which triggers his transfer. Use this to your advantage by 'gifting' him to an opponent who cannot use him effectively against you, or to someone who will be forced to attack a mutual enemy.
Interaction examples
If your Khârn the Betrayer is blocked by an opponent's Solemn Simulacrum, combat damage is assigned. Instead of Khârn taking damage, the damage is prevented, and you choose an opponent to gain control of Khârn. Once the control change is complete, Khârn's Sigil of Corruption triggers, allowing you to draw two cards. Meanwhile, Solemn Simulacrum takes damage from Khârn and dies, allowing its owner to draw a card.
If you control Roaming Throne with 'Human' or 'Berserker' chosen and you lose control of Khârn the Betrayer, Roaming Throne sees the triggered ability 'Sigil of Corruption.' Instead of drawing two cards, the ability triggers an additional time, allowing you to draw a total of four cards. Note that Roaming Throne only helps if you control it at the moment the trigger occurs.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Khârn the Betrayer
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
You lose control of Khârn the Betrayer when it leaves the battlefield or another player gains control of it.
No other card is named in this ruling.
- #2· Wizards of the Coast
An opponent gaining control of it is part of the replacement effect and happens immediately, even if you are in the middle of resolving the spell or ability and it has more instructions to perform after taking damage.
No other card is named in this ruling.
- #3· Wizards of the Coast
In contrast, the Sigil of Corruption ability is a triggered ability, and it won't go onto the stack until after the spell or ability that tried to deal damage finishes resolving.
No other card is named in this ruling.
- #4· Wizards of the Coast
In some cases, a single spell or ability will deal damage to this creature multiple times during its resolution. In that case, a new player gains control of it each time, its ability triggers once each time, and the appropriate players control those triggers. After that spell or ability is done resolving, all of those triggers are put onto the stack in turn order, starting with the active player (or the next player in turn order if the active player isn't involved). Usually, this means that the cards are drawn in a different order than the control-changing effects took place.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Khârn the Betrayer + Daring Thief + Pemmin's Aura + Paradise Mantle
- 1Activate Daring Thief by tapping it, adding
.
- 2Activate Pemmin's Aura's first ability by paying
, untapping Daring Thief.
- 3Daring Thief triggers, exchanging control of Khârn the Betrayer and any creature.
- 4Khârn the Betrayer triggers, causing the player who lost control of it to draw two cards.
- 5Repeat.
Khârn the Betrayer + Daring Thief + Freed from the Real + Paradise Mantle
- 1Activate Daring Thief by tapping it, adding
.
- 2Activate Freed from the Real's second ability by paying
, untapping Daring Thief.
- 3Daring Thief triggers, exchanging control of Khârn the Betrayer and any creature.
- 4Khârn the Betrayer triggers, causing the player who lost control of it to draw two cards.
- 5Repeat.
Khârn the Betrayer + Martyrdom + Spiteful Visions + Angel's Grace
- 1Cast Martyrdom by paying
targeting Khârn.
- 2Activate Kharn by paying
, choosing any target.
- 3Cause that target to take damage, dealing that damage to Khârn instead, but instead preventing that damage and causing an opponent of your choice to gain control of Khârn.
- 4Khârn triggers, causing you to draw two cards.
- 5Spiteful Visions triggers twice.
- 6Activate the Martyrdom ability again by paying
, targeting yourself.
- 7Resolve one Spiteful Visions trigger, dealing 1 damage to Khârn, but instead preventing that damage and causing Khârn's controller to give control of Khârn to one of their opponent.
- 8Khârn triggers, causing its most recent former controller to draw two cards.
Khârn the Betrayer + Daring Thief + Freed from the Real + Cryptolith Rite
- 1Activate Daring Thief by tapping it, adding
.
- 2Activate Freed from the Real's second ability by paying
, untapping Daring Thief.
- 3Daring Thief triggers, exchanging control of Khârn the Betrayer and any creature.
- 4Khârn the Betrayer triggers, causing the player who lost control of it to draw two cards.
- 5Repeat.
Khârn the Betrayer + Daring Thief + Pemmin's Aura + Earthcraft
- 1Activate a basic Island by tapping it, adding
.
- 2Activate Earthcraft by tapping Daring Thief, untapping the Island.
- 3Activate Pemmin's Aura's first ability by paying
, untapping Daring Thief.
- 4Daring Thief triggers, exchanging control of Khârn the Betrayer and any creature.
- 5Khârn the Betrayer triggers, causing the player who lost control of it to draw two cards.
- 6Repeat.
Khârn the Betrayer + Witch Engine + Captivating Crew + Agatha's Soul Cauldron
- 1Activate Khârn using Witch Engine's ability by tapping it, adding
and causing an opponent to gain control of Khârn.
- 2Khârn triggers, causing you to draw two cards.
- 3Activate Captivating Crew by paying
, causing you to gain control of Khârn.
- 4Khârn triggers, causing the opponent who controlled it to draw two cards.
- 5Repeat.
Khârn the Betrayer + Daring Thief + Pemmin's Aura + Cryptolith Rite
- 1Activate Daring Thief by tapping it, adding
.
- 2Activate Pemmin's Aura's first ability by paying
, untapping Daring Thief.
- 3Daring Thief triggers, exchanging control of Khârn the Betrayer and any creature.
- 4Khârn the Betrayer triggers, causing the player who lost control of it to draw two cards.
- 5Repeat.
Khârn the Betrayer + Daring Thief + Freed from the Real + Earthcraft
- 1Activate a basic Island by tapping it, adding
.
- 2Activate Earthcraft by tapping Daring Thief, untapping the Island.
- 3Activate Freed from the Real's second ability by paying
, untapping Daring Thief.
- 4Daring Thief triggers, exchanging control of Khârn the Betrayer and any creature.
- 5Khârn the Betrayer triggers, causing the player who lost control of it to draw two cards.
- 6Repeat.
Legal formats
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Meta decks with Khârn the Betrayer
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Roaming Throne










