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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Image from Wizards.com

Karn Liberated
New Phyrexia

Reviewed May 3, 2011

Constructed: 4.00
Casual: 4.70
Limited: 4.75
Multiplayer: 4.70

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

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Card of the Day Reviews 


Karn Liberated

Most of the planeswalkers who cost more than 4 mana didn't catch on because they hit the board too late for their abilities to swing the game-- Chandra Nalaar may be able to bathe your opponent's side of the board in fire, but if he's already won, it doesn't matter. Karn Liberated costs seven mana-- he hits play and is just beginning his game plan the same turn Nalaar's ultimate is ready to go off. Plus, he's sharing Standard with the Titans from M11-- if you can ramp to seven mana, you'd usually be better off with the respective Titan of your color.

That said, Karn Liberated is a colorless option to exile pretty much any permanent you want. Much like All is Dust, only he only hits one permanent of your choice... and maybe a second one next turn if he survives. Or, he can systematically empty your opponent's hand before preparing to COMPLETELY RESTART THE GAME. Yeah, some planeswalkers' ultimates may not be enough to bring you back in the game, but Karn just starts the game over completely-- plus you get to keep the things you exiled with Karn! Since there's a good chance you used Karn to exile all your opponent's scariest permanents, and your opponent is now starting over with an opening hand of seven and an empty board versus whatever mostrosities you felt the need to wipe off his board "last game", your opponent's odds of winning this game look pretty bad. That's if you survive long enough to restart the game. Artifacts with Proliferate could help speed up Karn's clock, or just let you exile more things with him. Walls, countermagic, and other control options help too. The only question is-- will it be enough?

Constructed- 3
Casual- 4.75
Limited- 4.75
Multiplayer- 4.75

David Fanany

Player since 1995

Karn Liberated
You thought yesterday's card of the day was crazy? Karn is going to be bringing the crazy starting next week. Green decks exiling lands? White decks attacking opponents' hands? Black decks playing Shahrazad? We're going to learn to fear all that and more, just as the players who aligned themselves with Phyrexia last October are probably fearing a Legacy Weapon-style sudden defeat today.
Constructed: 3/5
Casual: 4/5
Limited: 4/5
Multiplayer: 4/5
Michael "Maikeruu" Pierno

Today's card of the day is Karn Liberated which costs seven mana and is the first colorless planeswalker.  Coming in at six loyalty he's fairly hard to get rid of, especially if the plus four is used, and is unlikely to get removed at all barring an overwhelming attack or direct planeswalker hate.  His actual abilities are extremely playable as the plus four exiles a card from target player's hand and the minus three exiles a target permanent.  Either effect can be used multiple times over the course of a game and alone would make Karn a solid addition to a deck, but combined with the ultimate which brings those back into play for you at the beginning of a new game and you have what can often be an automatic win.  The key things to remember are the permanents are in play before your first upkeep which means they will not have summoning sickness and it is target player allowing you to target your own cards. 
As Karn can be played with entirely colorless mana, which includes Myr and Eldrazi Spawn, he will definitely see a great deal of play and may even be a serious tournament threat.
In Limited if you open this it isn't a question of whether or not to play it, because there really shouldn't be a question there, but what to look for as support.  Mana acceleration to get Karn into play sooner is a huge benefit and any difficult to remove creatures as defense and offense are useful for before and after Karn picks apart the field and hand of your opponent.  In this format the ultimate is less likely to be used unless you are behind and get Karn out as topdeck in which case removing two effective permanents for the advantage in the rematch is critical to manage time and get a quick victory.  In Sealed this should always be included in your deck without exception as Karn should at least remove one threat from play and possibly more and in Booster this should never be passed unless you happen to have a foil and non-foil in the same pack.  The removal options he offers and toughness are too impressive and often difficult for an opponent to deal with to offer to someone else and any deck you build will be able to play it.  The only minor drawback of Karn is his casting cost which is not as big of an issue in the format and being colorless works well when many decks are played as two or more colors primarily using basic lands.
In Multiplayer the format being a little slower and having a variety of players to choose from make this an incredible card to play.  If supported with Blue or some other means to completely avoid removal and the ultimate brings back two big threats from different opponents a win can be obtained in as many turns as you have opponents remaining.
Constructed: 5.0
Casual: 5.0
Limited: 5.0
Multiplayer: 5.0


    Welcome to another New Phyrexia preview here at Pojo.com. Today we take a look at the card that started it all, Karn Liberated. Being the only Planeswalker in New Phyrexia, he should pack a punch, and let me assure you he doesn’t disappoint. Karn hit’s the board for seven colorless mana, and is a colorless spell himself (sounds familiar, right?). His first ability adds a whopping four loyalty counters and says target player exiles a card from his or her hand. His second ability is a minus three, and exiles target permanent. His final truly is a grand finale, of sorts, remove fourteen counters, set aside all cards removed from the game by Karn, and then restart the game with those cards in play under your control!

     So let me explain some of this jarble in some easier to understand terms. So he can take out a card from any players hand. Most of the time you will want to target yourself if you have large creatures, unless you have a way of knowing what your opponent has in theirs (Telepathy) and ensure they only have one option, or several good options to exile. The second ability may be a last resort, exiling something you really could use, and are sure you can protect Karn while rebuilding the counters. And then, you pull the trigger. The restart the game resets players life totals, draws new cards, etc. BUT, you get to put anything exiled by Karn into play before your first upkeep. That’s right folks, any creatures you choose to exile would NOT be affected by summoning sickness and will be able to attack the very start of the resetted game. What does this mean exactly? Karn wins.

     The easiest application for Karn is an Eldrazi deck. The ability to be able to exile Emrakul and any other Eldrazi titan and have them able to attack off the gate are too good to pass up. And the fact that you can use Eye of Ugin to get any of the Eldrazi to your hand, just to exile them with Karn means you’ll have a lot of options. But the main thing is as long as the total of the creatures powers removed are greater than 20, you will win the game before your opponent has a chance.

    Karn Liberated is already the most sought after card in the set, and promises to completely change the landscape of the game, and he hasn’t even seen sanctioned play yet. Cards like this don’t happen often, and I am sure we will see why soon enough. Of all the cards in recent history, Karn could quickly find himself on the restricted list, something Jace the Mindsculpter hasn’t even accomplished yet.
Limited: 5/5
Casual: 5/5
Multiplayer: 5/5
Constructed: 5/5


Magic The Gathering Card of The Day: Karn Liberated
Welcome back readers today’s card of the day is the ever famous Karn finally in planeswalker form. In standard this card could be a force to reckoned with and may see play at the top tables as most planeswalkers see a fair amount of play. The  ability to  restart  the game can be interesting  remove a  hawk in your  hand and  restart the game,  The  ability  to disrupt  hands  and remove  problematic permanents is a powerful ability. I can definitely see this making an impact.  In extended I am sure it will see play as well due to general power level. In eternal I am on the fence,  there  is  access to fast  mana  which could power  it out quickly and turn it  lethal I am unsure on this aspect.  In casual and multiplayer it’s a powerful planeswalker all the attention will be turned to you and this could be a problem. In multiplayer being able to start the game over with permanents is great but restarting everyone may be a problem for you. In limited it’s money rare, splashable in every deck and so   powerful it’s a   nuclear bomb first pick easy.  Overall Karn’s  planeswalker  form is  great and flavorful and  it’s  good to  see such a historical  figure  get a new card.
Constructed: 4.0
Casual: 4.5
Limited:  5.0
Multiplayer: 4.0

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