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Ik denk dat boaz 'racen' bedoelt. Met creatures gaan hitten dus om hem niet te hoog te laten komen/dood te maken.
@Sleepless: Raten maybe
Gebanned of niet, in EDH kan je na het zien van deze kaart al concluderen dat het een 'douchebag'-kaart is, daarvoor hoef je 'm niet eerst maanden toe te staan. Net zoals Emrakul, the Aeons Torn en net zoals Braids, Cabal Minion.
@Boaz: Sorry maar wat bedoel je met "raen" Is het een typo, al kan ik dan zo 1,2,3 niet bedenken wat je bedoeld, of een Magic term die ik niet ken?
Ik zat eerst aan Reageren te denken, maar dat klopt zinstechnisch niet?
Karn heeft zoveel loyalty counters dat mensen hem wel gaan raen. Ik bedoel 1 dmg de beurt nadat je tegenstander hem gespeeld heeft betekent 2 beurten lang een kaart uit iemand zn hand exilen en dan die beurt daarna pas zn ultimate.
Nee voor die ultimate hoef je niet zo snel bang te zijn.
Nouja ik zie het niet voor me dat je met 4 man EDH speelt, en steeds weer opnieuw met het potje moet beginnen. Zo'n spelletje duurt al snel 2 uur, en ik vraag me af in hoeverre de ultimate van deze kaart een win condition is...
Nee. Mocht hij het formaat 'kapot maken', dan wordt hij gebanned
Gaat deze kaart EDH/Commander niet kapot maken als formaat?
Daarin is deze in ieder deck bijna speelbaar..
Lijkt me op eerste indruk niet leuk om in dat formaat tegen te spelen..
Ja, das waar. Maar stel de tegenstander exiled alleen Sorceries en Instants (wat persoonlijk mijn voorkeur zou zijn als de opponent Karn had, mits het mijn win plan natuurlijk niet te veel in de war schopt), dan begin je toch zonder voorsprong.
Één goede bom exilen is goed genoeg. Desnoods is het maar een landje, dan begin je het spel opnieuw met een mana-voorsprong.
Dat had ook gekunt, nu kan je na 3 beurten al de ultimate gebruiken als niemand hem aanvalt enzo. Niet dat me dat handig lijkt want dan heb je echt absurt weinig ge-exiled, maar soms als je er slecht voorstaat is dat nog handig.
Ze hadden hem niet zoveel loyalty points moeten geven. 14 voor de ultimate lijkt veel, maar met een +4 effect en beginnend op 6 is het makkelijk te doen. Het probleem daaraan is dat je veel meer schade moet doen om hem te doden.
Ze hadden hem natuurlijk moeiliijk 5 of 6 mana kunnen maken en colorless. Dat zou echt OP zijn geweest omdat dat toch wel een stukje makkelijker te krijgen is.
Yep. Op beurt 1.
B-R-O-K-E-N, maar wel flavourful.
Maar dan is hij ook wel veel gemakkelijker stuk te maken he..
Ik zie Karn nog wel in groene rampdecks gespeeld worden.
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.
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.
Legal in: Vintage, Legacy, Modern, Commander
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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