- Commander Nexus
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- Khârn the Betrayer
Command zone
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 cost
- 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
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- Astartes
- Berserkers
- Tags
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.
Open the full glossary
plan6
Does what Khârn the Betrayer does6
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
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.
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.
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.
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 ↗
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