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Karn Liberated
Legendary Planeswalker — Karn
mythic
+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.
Loyalty: 6
Semantic Tags
Removes multiple permanents at once. Includes destroy-all, exile-all, mass bounce, and damage-based sweepers.
Removes threats by exiling rather than destroying — bypasses indestructible and death triggers.
Removes any nonland permanent — the Vindicate, Beast Within, Generous Gift category. Most flexible single-target removal.
A card or token on the battlefield. See rule 110, “Permanents.”
Specifically removes planeswalkers.
Answers an opponent's threat by destroying, exiling, bouncing, or otherwise removing a permanent or spell.
Planeswalker-heavy strategy — proliferate, Doubling Season, planeswalker synergies.
Format Legality
Price history
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Printings (10)
| Set | Rarity | TCGplayer | Card Kingdom | Cardmarket |
|---|---|---|---|---|
| Secret Lair Promo#36 | mythic | · | · | · |
| Jumpstart 2022#97 | mythic | · | · | · |
| The List#NPH-1 | mythic | · | · | · |
| Magic Online Promos#82876 | mythic | · | · | · |
| Double Masters#333 | mythic | · | · | · |
| Double Masters#1 | mythic | · | · | · |
| Ultimate Box Topper#U2 | mythic | · | · | · |
| Ultimate Masters#5 | mythic | · | · | · |
| Modern Masters 2015#4 | mythic | · | · | · |
| New Phyrexia#1 | mythic | · | · | · |
Related Rules
If an ability would produce one or more mana of an undefined type, it produces no mana instead.
Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.
To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”
An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.
A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.
If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.
The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.
The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.
Rulings
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 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.
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.
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.
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.
Players can't move cards between their deck and sideboard before the new game.
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.
Any permanents put onto the battlefield with Karn's ability that entered the battlefield tapped will untap during their controller's first untap step.
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.
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.
Players won't have any counters or emblems they had in the original game.
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.
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.