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Karn Liberated

Serie: Double Masters (2XM)

Rarity: Mythic Double Masters Mythic

Komt voor in

Serie Normaal Foil
Double Masters
 -
24,95
 -
49,95
Double Masters (BL)
 -
49,95
 1
19,95
Modern Masters 2015
 -
29,95
 -
119,95
New Phyrexia
 -
59,95
 -
169,95
Ultimate Box Toppers
 -
94,95    
Ultimate Masters
 -
49,95
 -
50,65
Karn Liberated | Double Masters

Prijs:

€ 24,95

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FOIL 

€ 49,95

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 Reactie plaatsen
NederMagic Rules Advisor G (253) Offline Profiel Stuur persoonlijk bericht
16-5-2011 16:17:00

Naja. Dat is wat extreem. De kaarten zijn meestal absurd duur de eerste 2-3 weken en daarna stabiliseert het allemaal. Reden om te stoppen? Denk het niet. Geduld is altijd al een schone zaak geweest en Karn is niet zo sterk. Er zijn sterkere Walkers in T2 en die zijn zelfs goedkoper, en die worden niet/amper gespeeld.

16-5-2011 16:07:00

dit zijn dus precies de dingen waardoor ik ga stoppen met magic.. de kaarten die uit komen halen echt zwaar de lol eruit bij mij

16-5-2011 10:09:00

Ik dacht dat het algemeen geaccepteerd was dat de startprijs van 40 euro veel te hoog was?

Dit is een leuke kaart, maar "iedereen" dumpt hem voor deze prijs. Dus zakt de prijs.

16-5-2011 10:03:00

Dit gaat niet goed hoor! Van 35 naar 28,50 in een weekje tijd....

Niet dat ik hem weg wilde gaan doen, maar toch.

15-5-2011 20:33:00

Zal wel gevalletje elspeth tirel/venser worden qua prijs. Of misschien zoiets als koth als hij toch nog wel gespeeld wordt.

15-5-2011 20:22:00

Ik denk dat ie voorlopig nog wel rond de 25 - 30 blijft hangen. Uiteindelijk zal het rond de 15 worden ? Dat is mijn visie.

15-5-2011 20:19:00

denken jullie dat karn nog verder gaat dalen?

11-5-2011 08:40:00

"Doing so costs that player an additional {2} for each previous time he or she cast that commander from the command zone that game."

Lijkt me een iets relevanter quote voor de vraag. Dat het gereset wordt had hij al door, maar het ging over de timing wanneer er extra kosten bijkomen. Dat is dus afhankelijk van hoe vaak je je Commander hebt gecast vanuit de command zone en niet hoe vaak hij terug gegaan is daarheen.

Maar inderdaad, hercasten kost dus niets extra's.

10-5-2011 23:10:00

"The number of times a player has cast his or her commander from the command zone resets to zero. Also, the amount of combat damage dealt to players by each commander is reset to 0. "

Hercasten kost dus niets extra's.

10-5-2011 23:07:00

Of die laatste counters erbij proliferaten. En Doubling Season werkt ook volgens mij.

Wat ik mij wel af vraag, als de commander in de exile zone blijft en dus het nieuwe spel begint op de battlefield, en hij gaat even later dood zodat zijn owner hem in de Commander Zone plaatst. Komt er dan gelijk een counter op, of mag de owner hem dan later gewoon casten zonder extra te moeten betalen?

Official Judge Mark (337) Offline Profiel Stuur persoonlijk bericht
10-5-2011 10:04:00

Oh ja, excuses. Ik had dat natuurlijk van CI, niet van mezelf

10-5-2011 08:53:00

Of de eerste ability spelen op iemand zonder kaarten op hand.

10-5-2011 08:42:00

Je kan ook non-permanent cards exilen, die geven ook geen probleem.

10-5-2011 08:32:00

Ik las het ook op Cranial Insertion. Alleen moet je daarnaast ook een auro exilen. Want Karns ultimate is alleen te bereiken met minimaal 2 kaarten "onder" hem.

Official Judge Mark (337) Offline Profiel Stuur persoonlijk bericht
10-5-2011 08:30:00

De ultieme kaart om te exilen met Karn: Barren Glory.

Restart de game, mulligan naar 0...en win

Oracle

Legendary Planeswalker - Karn 

+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 Liberated. Then put those cards onto the battlefield under your control.

NederMagic FAQ

Vraag: Hoe werkt het restarten precies?
Antwoord: Dit is uit de officiele FAQ:

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

* A game that restarts immediately ends. 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.

* In a multiplayer game (a game that started with three or more players in it), any player that left the game before it was restarted with Karn's ability won't be involved in the new game.

* 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 his or her 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 Chancellors and Leylines.

* After the pre-game 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.

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

* 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 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.

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

* In a Commander game, players put their commanders into the command zone before shuffling their deck.

* The number of times a player has cast his or her commander from the command zone resets to zero. Also, the amount of combat damage dealt to players by each commander is reset to 0.

* If a player's commander was exiled with Karn as the game restarted, that commander won't be put into the command zone at the beginning of the game. It will be put onto the battlefield when Karn's ability finishes resolving.

* In a multiplayer game using the limited range of influence option, all players are affected and will restart the game, not just those within the range of influence of the ability's controller.

Vraag: Wow, Karn als Planeswalker...die zou ik wel als wallpaper willen hebben. Is die er?
Antwoord: Jazeker! hier kun je hem downloaden.

Tournooi-info

Legal in: Vintage, Legacy, Modern, Commander

Officiele rulings

8/7/2020
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.

8/7/2020
Players can’t move cards between their deck and sideboard before the new game.

8/7/2020
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.

8/7/2020
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.

8/7/2020
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.

8/7/2020
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.

8/7/2020
Any permanents put onto the battlefield with Karn’s ability that entered the battlefield tapped will untap during their controller’s first untap step.

8/7/2020
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.

8/7/2020
Players won’t have any counters or emblems they had in the original game.

8/7/2020
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.

8/7/2020
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.

8/7/2020
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.

8/7/2020
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.

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