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Khârn the Betrayer

Khârn the Betrayer

Legendary Creature — Astartes Berserker

Khârn the Betrayer wants a deck that makes attacking it too costly, so opponents fight each other. It also works in a deck built around Astartes or Berserkers.

  • Mana cost3 genericred
  • Red ()
  • Power / toughness5 / 1
  • RarityRare

Berzerker — Khârn the Betrayer attacks or blocks each combat if able.

Sigil of Corruption — When you lose control of Khârn the Betrayer, draw two cards.

The Betrayer — If damage would be dealt to Khârn the Betrayer, prevent that damage and an opponent of your choice gains control of it.

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Archetypes
Themes
  • Astartes
  • Berserkers

Cards That Fit Khârn the Betrayer

Picked for what they do in Khârn the Betrayer's deck. When two cards do the same job, the one with the lower comes first. All of them fit Khârn the Betrayer's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

Does what Khârn the Betrayer does6

The 6 Cards

Rulings for Khârn the Betrayer

explain how Khârn the Betrayer works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 7 Oct 2022

An opponent gaining control of it is part of the replacement effect and happens immediately, even if you are in the middle of resolving the spell or ability and it has more instructions to perform after taking damage.

Wizards of the Coast 7 Oct 2022

In contrast, the Sigil of Corruption ability is a triggered ability, and it won't go onto the stack until after the spell or ability that tried to deal damage finishes resolving.

Wizards of the Coast 7 Oct 2022

In some cases, a single spell or ability will deal damage to this creature multiple times during its resolution. In that case, a new player gains control of it each time, its ability triggers once each time, and the appropriate players control those triggers. After that spell or ability is done resolving, all of those triggers are put onto the stack in turn order, starting with the active player (or the next player in turn order if the active player isn't involved). Usually, this means that the cards are drawn in a different order than the control-changing effects took place.

Wizards of the Coast 7 Oct 2022

You lose control of Khârn the Betrayer when it leaves the battlefield or another player gains control of it.

4 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Khârn the Betrayer, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryRPlayers write colors as letters: R for red.PillowfortPillowfort decks make attacking you so costly or unappealing that opponents attack each other instead. Cards like Ghostly Prison make a player pay mana for every creature that attacks you, buying time for your own plan.Open the Pillowfort pageProtectionA creature with protection from something, like a color, is safe from anything with that quality. It cannot be damaged, enchanted or equipped, blocked, or targeted by it, and players remember the four with the word DEBT. It does not stop effects that neither target nor damage, like a board wipe that destroys every creature. ProgenitusOpen the Protection pageDrawDraws you extra cards. More cards means more choices every turn, and in a 100-card deck it is the main way to find the pieces you need. Rhystic Study, SkullclampOpen the Draw page