Alright, I figured it out. So what I did the following
var img = new Image();
img.src = myCanvas.toDataURL();
myCanvas.attr('width', newWidth);
myCanvas.attr('height', newHeight);
var context = myCanvas.getContext('2d')
context.drawImage(img, 0, 0, newWidth, newHeight);
Now this can stretch the image so its not perfect. It's the solution I'm going with though.