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Karn Liberated

J22 (Jumpstart 2022) · #97 · EN

Karn Liberated

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. Then put those cards onto the battlefield under your control.
RzadkośćMythic
PLN regular15,12 zł
PLN foil—
PLN etched—

Karn Uwolniony (Karn Liberated)

Legendarny planeswalker — Karn

+4: Wybrany gracz eksiluje kartę ze swojej ręki.
−3: Eksiluj docelowy permanent.
−14: Restartuj grę, pozostawiając w eksilu wszystkie nie‑Aura permanenty eksilowane z Karn. Następnie włóż te karty na pole bitwy pod swoją kontrolą.

Jak działa karta?

Karn ma +4 żeby wymusić na graczu eksilowanie karty z ręki, −3 żeby eksilować permanent, i −14 żeby zrestartować grę. Po restarcie tylko nie‑Aura permanenty eksilowane przez Karn z pierwszych dwóch zdolności zostaną w eksilu i potem trafią na twoje pole bitwy w nowej grze.

Karn Uwolniony to legendarny planeswalker Karn z trzema zdolnościami lojalnościowymi. +4 i −3 eksilują karty: +4 zmusza wybranego gracza do eksilowania karty z jego ręki (to on wybiera, którą kartę eksiluje), −3 eksiluje wybrany permanent na polu bitwy. −14 restartuje grę: ta zdolność kończy bieżącą grę natychmiast i rozpoczyna nową grę. Karty, które pozostaną w eksilu po restarcie, to tylko te nie‑Aura permanenty, które zostały eksilowane przez którąkolwiek z pierwszych dwóch zdolności Karna. Te karty nie wracają do talii ani sideboardu przed nową grą; zamiast tego, po przeprowadzeniu procedury początku gry (tasowanie własnej talii, ustawienie życia na startowe, dobranie ręki, mulligany itp.), Karn kończy rozwiązywanie się i te pozostawione w eksilu zostają położone na polu bitwy pod twoją kontrolą. Gracze tracą wszystkie żetony, emblematy i liczniki z poprzedniej gry. Gracz, który użył zdolności restartującej, zostaje graczem zaczynającym w nowej grze. W trybie wieloosobowym gracze, którzy opuścili grę przed restartem, nie biorą udziału w nowej grze; jeśli jakiś gracz opuścił grę, jego karty opuszczają grę wraz z nim.

Ważne interakcje

Częste pomyłki

Przykład

Przykład: Eksilowałeś trzy permanenty przeciwnika za pomocą −3 i dwie karty z ręki za pomocą +4. Jeśli zagrasz −14 i zrestartujesz grę, w nowej grze na polu bitwy pojawią się tylko te pięć eksilowanych kart, o ile były to permanenty nie‑Aura eksilowane przez pierwsze dwie zdolności Karna. Aura eksilowana przez inną zdolność nie pozostanie.

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Set
Jumpstart 2022 (J22)
Data wydania
2022-12-02
Rzadkość
Mythic
Artysta
Dai-XT
Mana value
7
Mana cost
{7}
Power / Toughness
— / —
Layout / frame
normal / 2015
Foil / nonfoil
nonfoil
Scryfall ID
740dbebf-9e0b-4918-850b-8c1aa0b06c18
Oracle ID
0ca233f4-1b7f-4807-ab6e-2b1f5439b3db
Słowa kluczowe
—
Tożsamość kolorów
Bezkolorowa
Produkuje manę
—
Dostępne wykończenia
nonfoil
Platformy
paper, mtgo
Cechy wydruku
Reprint, Dostępna w boosterze
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / oval
EDHREC rank
7 146
Penny rank
—
Multiverse IDs
597080
Arena ID
—
MTGO ID
137956
TCGplayer ID
454447
Cardmarket ID
686329
Illustration ID
6c51f84a-8e22-4986-bba5-16babe3a9038
Status obrazu
highres_scan

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.

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

Any permanents put onto the battlefield with Karn's ability that entered the battlefield tapped will untap during their controller's first untap 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.

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.

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.

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.

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.

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 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.

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.

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