karn liberated; the ultimate redo:
Karn liberated, though annoying to play against, is a great card to have in your deck. He is a 7 mana planeswalker, with a start of 6. His effects are; plus 4 = target player exiles a card from his or her hand, minus 3 = exile target permanent, and minus 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.
if you can get karn out again, you can keep messing with your opponent, until you either get the cards you want or they get tired and surrender.
best personal use:
i was playing my friend michael, who runs what he calls his white mayhem deck. he had ten life, to my six. i used karn to restart the game when i had only two life left. i eventually won, after using karn's ability four times to restart the game. i won with all twenty life.
Combos with other cards:
Karn is best used, in my experience, with swiftfoot boots, which gives him hexproof and haste. hexproof means he cannot be targeted by spells or abilities of any opposing cards.
Ways to counteract it:
unsummon, along with other remove cards, are great against him. if you use unsummon, he is sent to the person's hand, and is right back at 6 again.
planeswalker, ability to exile cards, ability to restart game, starts as a 6, has only a 7 mana cost, and much, much more! (this is not a tv commercial)
none that have not been previously listed
unknown to me
Artwork and aesthetics:
the art is amazing, but the card's picture has no relation to it's abilities. sorry.
overall, i would give this card a 9.5. the only reason it is not a 10 is because it is a 7, making it hard to get on the field fast. oh, well; we all have our flaws