Keldon Champion

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Keldon Champion

Creature — Human Barbarian

Haste

Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Keldon Champion enters the battlefield, it deals 3 damage to target player.

Hexapod on FE FI FO FLING (Help Needed)

5 years ago

Thank you for following me! Here are my suggestions for this Fling deck:

Ball Lightning should be an auto-include in this deck, you can get it for 1$ in Masters 25. It is better than Arc Runner.

If you are going for the take control/fling synergy I recommend Zealous Conscripts (0,69$). A suggestion for a win con (but more expansive card, about 7$) could be Insurrection.

There would be great value to replace Dragon Mantle with Dragon Breath, with its built-in recursion.

You can generate cool results similar to Adarkar Valkyrie with Gift of Immortality. I could se it used with something like Keldon Champion in this deck.

There are currently 102 cards in the deck; you can probably do without Jar of Eyeballs, Scout's Warning, Defiant Strike and Weapon Surge.

Hope this helps! Please comment and upvote my decks if you like them.

KongMing on Panharmonicon Infinite Combo

7 years ago

Why are you thinking about removing the Hellkite? Is it the high CMC?

Other lower CMC options that do similar things include the following: Gibbering Fiend, Keldon Marauders, Impact Tremors, Forgeborn Oreads, Keldon Champion, Foundry Champion, Blind Hunter, Bloodhunter Bat, Dakmor Ghoul, Grim Guardian, Pierce Strider, Purphoros, God of the Forge, and Outpost Siege. Personally, I think Gibbering Fiend and Keldon Marauders are the best. They're super low CMC, so you can play them much earlier in the game and start pinging the opponent for more damage sooner.

Invader Parasite is another option, if you don't mind not having any friends. Just make sure you don't accidentally exile all of your own lands, too.

Aztraeuz on Deciding if Deck Should be …

7 years ago

To give you another example I will use Zurgo.

Turn 1 - Zurgo Bellstriker, both players at 20.

Turn 2 - Zurgo attacks for 2, opponent casts Lightning Bolt for 3 damage, and Shock for 2 damage. Unless you have done something, your opponent is at 20, you are at 13.

Turn 3 - Zurgo attacks, opponent casts Ball Lightning. You should have blockers, so it depends on their toughness on the damage, but Zurgo is coming in for 2 and Ball is coming in for 6. If nothing goes blocked, you are at 5 life.

Obviously every game won't go that way, and typically it will be a bit slower, especially if you have Counter magic up. You will still face a bunch of cards just like these. Keldon Marauders does 2 damage just by entering and leaving, it may do combat damage, Keldon Champion is Lightning Bolt and swings in combat at least once if it's Echo cost isn't paid, Fireblast can be a killing blow as most cards will be cheap and they will just Sac two Tapped lands, etc.

You could easily say Turn 4 your opponent plays a Keldon Champion for another 6 incoming damage. Turn 5 would be tap two mana for Keldon Marauders, then Sac those two lands to Fireblast. Your opponent still has 3 mana for next turn which should cast almost anything in their deck.

I would say that and are the two weakest colors in Duel Commander. has the benefit of Counter magic. has Hand Disruption and the best tutors not banned. has the Burn to either burn face or remove creatures. has Ramp but your opponent is swinging in and burning for damage while you ramp. is kind of lacking, it has Enlightened Tutor but it isn't that big of a deal. Even the best removal Path to Exile ramps your opponent, and Swords to Plowshares gives your opponent life. Swords is the obvious better choice as the creatures tend to be cheap and effective, so Path gives your opponent a larger benefit.

Just keep these things in mind. Try to build your deck to end games by Turn 5, Turn 6 at the latest. Games may last longer than this, but that is the goal you should shoot for.

Panda213 on Eternal Masters Spoiler Thread

7 years ago

Opened 5 packs today, notable pulls were a Vampiric Tutor, Regal Force, foil Keldon Champion and a foil Ancestral Mask. All in all I opened somewhere between $70-$80 worth of cards after dropping $50.. got some crap rares but def going back for more