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Karn's Bastion

Karn's Bastion

Land$3.35

: Add . , : Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

colorlessLegal in Commander

Does

Combos 4

  • Karn's Bastion + Magosi, the Waterveil + Nesting Grounds

    • Infinite turns

    Mana needed: 1,486 decks on Commander Spellbook

    How it works

    Before you start

    Magosi has at least one eon counter on it.

    Steps

    Activate Karn's Bastion's last ability by paying {4} and tapping it, putting an eon counter on Magosi. Activate Nesting Grounds's last ability by paying {1} and tapping it, moving an eon counter from Magosi to Nesting Grounds. Activate Magosi's last ability by tapping it, removing an eon counter from it, and returning it to your hand, taking an extra turn after this one. Play Magosi from your hand. Move to your next turn. Activate Karn's Bastion's last ability by paying {4} and tapping it, putting an eon counter on Nesting Grounds. Activate Nesting Grounds's last ability by paying {1} and tapping it, moving an eon counter from Nesting Grounds to Magosi. Repeat from step 3.

    Commander Spellbook ↗
  • Karn's Bastion + Kurkesh, Onakke Ancient + Magistrate's Scepter

    • Infinite turns

    Mana needed: 123 decks on Commander Spellbook

    How it works

    Before you start

    Magistate's Scepter has at least two charge counters on it.

    Steps

    Activate Karn's Bastion's second ability by paying {4} and tapping it, putting a charge counter on Magistrate's Scepter. Activate Magistrate's Scepter's second ability by tapping it and removing three charge counters from it. Kurkesh triggers, causing you to pay {R} to copy Magistrate's Scepter's ability. Resolve both Magistrate Scepter abilities, causing you to take two extra turns after this one. Move to your next turn. Activate Magistrate's Scepter's first ability by paying {4} and tapping it. Kurkesh triggers, causing you to pay {R} to copy Magistrate's Scepter's ability. Resolve both Magistrate Scepter abilities, putting two charge counters on it. Move to your next turn. Repeat.

    Commander Spellbook ↗
  • Karn's Bastion + The Legend of Kuruk // Avatar Kuruk + Baboon Spirit

    • Infinite turns

    Mana needed: 16 decks on Commander Spellbook

    How it works

    Steps

    Activate Avatar Kuruk by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. Activate Baboon Spirit by paying {3}{U}, exiling Avatar Kuruk. At the beginning of your end step, Baboon Spirit triggers, returning The Legend of Kuruk from exile to the battlefield with a lore counter on it. The Legend of Kuruk's first chapter ability triggers, causing you to scry 2 and draw a card. Move to your next turn. At the beginning of your precombat main phase. The Legend of Kuruk triggers, putting a lore counter on it. Its second chapter ability then triggers, causing you to scry 2 and draw a card. Activate Karn's Bastion by paying {4} and tapping it, causing you to proliferate and put a lore counter on The Legend of Kuruk. The Legend of Kuruk's third chapter ability triggers, causing you to exile it and return it to the battlefield as Avatar Kuruk. Repeat.

    Commander Spellbook ↗
  • Karn's Bastion + The Legend of Kuruk // Avatar Kuruk + The Mighty Thor, Jane Foster

    • Infinite turns

    Mana needed: 4 decks on Commander Spellbook

    How it works

    Steps

    Activate Avatar Kuruk by paying {20} minus {1} for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one. At the beginning of your end step, The Mighty Thor triggers, blinking Avatar Kuruk and causing it to return to the battlefield as The Legend of Kuruk with a lore counter on it. The Legend of Kuruk's first chapter ability triggers, causing you to scry 2 and draw a card. Move to your next turn. At the beginning of your precombat main phase. The Legend of Kuruk triggers, putting a lore counter on it. Its second chapter ability then triggers, causing you to scry 2 and draw a card. Activate Karn's Bastion by paying {4} and tapping it, causing you to proliferate and put a lore counter on The Legend of Kuruk. The Legend of Kuruk's third chapter ability triggers, causing you to exile it and return it to the battlefield as Avatar Kuruk. Repeat.

    Commander Spellbook ↗

Combo data from Commander Spellbook. Only combos of 2 or 3 named cards are listed.

Best commanders

Commanders whose abilities work with this card and share its colors, from what the cards do.

  1. Ixhel, Scion of AtraxaKarn's Bastion proliferates, which Ixhel, Scion of Atraxa can use because it gives opponents poison counters.
  2. Hapatra, Vizier of PoisonsKarn's Bastion proliferates and Hapatra, Vizier of Poisons puts -1/-1 counters on creatures.
  3. The Scorpion GodKarn's Bastion proliferates and The Scorpion God puts -1/-1 counters on creatures.
  4. The Reaper, King No MoreKarn's Bastion proliferates and The Reaper, King No More puts -1/-1 counters on creatures.
  5. Vishgraz, the DoomhiveKarn's Bastion proliferates and Vishgraz, the Doomhive gives opponents poison counters.
  6. Venser, Visionary TravelerKarn's Bastion proliferates and Venser, Visionary Traveler is a Planeswalker.
  7. Skithiryx, the Blight DragonKarn's Bastion proliferates and Skithiryx, the Blight Dragon puts -1/-1 counters on creatures.
  8. Melira, Sylvok OutcastKarn's Bastion proliferates and Melira, Sylvok Outcast puts -1/-1 counters on creatures.
  9. Iron Spider, Stark UpgradeKarn's Bastion proliferates and Iron Spider, Stark Upgrade puts +1/+1 counters on your creatures.
  10. Toph, the Blind BanditKarn's Bastion proliferates and Toph, the Blind Bandit puts +1/+1 counters on your creatures.

View Karn's Bastion on Scryfall