Keldon Marauders

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eternal Masters (EMA) Common
Premium Deck Series: Fire and Lightning (PFL) Common
Planar Chaos (PLC) Common

Combos Browse all

Keldon Marauders

Creature — Human Warrior

Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

When Keldon Marauders enters the battlefield or leaves the battlefield, it deals 1 damage to target player.

Keldon Marauders Discussion

ClockworkSwordfish on Gruul Kavu v2

6 months ago

Keldon Marauders is another great pairing with the Kavu - you might prefer him to the Pyromancer - and Reckless Abandon is a great way to make use of those little creature tokens in the late game.

goblinguiderevealpls on Candy Cane

7 months ago

guttersnipe is just terrible in modern.. 3 mana that could easily have just been another bolt, and there is a million better options than shock, most of which are fairly cheap.

some shock replacements include:

Wild Slash

Flame Slash

Searing Blaze

Skullcrack

Shard Volley

Deflecting Palm

Collateral Damage

Gut Shot

Molten Rain

Chained to the Rocks

guttersnipe could be replaced by plenty of lower cmc creatures not seen in regular burn decks

Young Pyromancer

Firebrand Archer

Kiln Fiend

Goblin Arsonist / Goblin Grenade

Mogg Fanatic

Keldon Marauders

Seeker of the Way

Soul-Scar Mage

Abbot of Keral Keep

sideboard you could and should run more artfact and enchantment hate like

Fragmentize

Wear / Tear

Smash to Smithereens

or even just the very basics in Smelt and Demystify

vorpalaxe on lava spike, vorpalaxe

8 months ago

Light Up the Stage is great card advantage. It may even be good enough to play in modern, except for Eidolon of the Great Revel . playing against a burn deck means odds are good Light Up the Stage does 4 damage to you, and no damage to the opponent. My point about Skewer the Critics is that I want to play something on turn one. I have 17 cards I can play on turn one, so about 93 percent chance. I am thinking about how it compares to Shard Volley , and that Skewer the Critics should replace it. I will test it a bit but I think you are right.

8/60 is 13 percent and I will sound like a chub but this deck is better than decks that run those cards. Eidolon of the Great Revel and Chalice of the Void make Viashino Pyromancer and Keldon Marauders better choices in my chubly opinion. I really appreciate the input. Your comments are welcome. If you could link a deck, especially a burn deck, that beats this one I would test it.

hungry000 on lava spike, vorpalaxe

9 months ago

I don't think Light Up the Stage is as bad as or can really be compared to Browbeat . It's only a one mana investment that always draws you two cards (note that it lets you play those cards until the end of your next turn), which either directly gives you more burn or gets lands out of the way so you can draw more burn, while Browbeat is 3 mana for basically the same thing. If I had to compare the two, I'd say Light Up the Stage is far superior simply because it's cheap, which allows you to play spells after you cast it. That said, I wouldn't play more than like 2 of it for the same reasons I assume you wouldn't (cuz it doesn't do dmg), and even then it would be a tentative inclusion. I'd have to test it myself to see whether it's good or not.

I don't agree about Skewer the Critics . In the end, it's a Lightning Bolt , and Burn always wants as many of those as can possibly fit in the deck. You don't need to be bent on playing it on turn 3 after a 2 mana card, either. It's just as good as a turn 2 or 3 or 4 play after an L.Bolt/R.Bolt/F.Bolt/Spike, which if I may remind you occupy a greater proportion of the deck than Searing Blaze , Keldon Marauders , and Viashino Pyromancer . I'm not saying you should cut Vexing Devil in specific for it btw, I don't think the devil is a bad card. I do think Skewer is good enough to play over Rift Bolt though, and it's definitely better than Viashino Pyromancer .

Alright, so a simple argument against your argument against Goblin Guide and Monastery Swiftspear is the fact that literally everybody plays them rather than Vexing Devil , Viashino Pyromancer , and Keldon Marauders . Like, if you were to look up mono red burn decks online, you'd see that most all of them have playsets of Swiftspear and Goblin Guide, which suggests that they are better cards than what you're playing atm. Heck, even competitive Legacy decks play all 4 Swiftspear and Goblin Guide (in fact, I have yet to see one that doesn't play them). Cards like Keldon Marauders / Viashino Pyromancer only really appear in budget burn decks from what I've seen.

Here are some of my personal reasons for preferring Guide and Swiftspear:

  1. Goblin Guide and Monastery Swiftspear are 1 mana creatures, unlike Keldon Marauders and Viashino Pyromancer . Since their damage output is roughly equivalent when scaled up, this makes them better than both of those in my books.
  2. Both Guide and Swiftspear have haste, which means they are immediately useful no matter when you draw them.
  3. Guide and Swiftspear both have 2 toughness, which means most anything that your opponent can play on turn 1 won't be able to block them and kill them, unless they're playing above-curve creatures in terms of power (in which case you'd probably be playing the mirror match and they'd just attack you instead).
  4. They both essentially have 2 attack, which means most things that could block them early in the game will be killed, sometimes resulting in favorable 2-for-1's with Swiftspear. In addition, many decks that play creatures early on would rather keep them so they can carry out their own gameplan--for example, a Merfolk deck isn't going to trade off their Lord of Atlantis to kill your Goblin Guide , as their best shot at winning the match is by racing you.
  5. Monastery Swiftspear oftentimes goes unblocked because of the reason above and because of the threat of playing multiple spells at instant speed to create a favorable trade; that being so, it essentially says this: "Every burn spell you cast deals 1 additional damage." As you can imagine, that turns into a lot of extra damage. Add on to that the fact that it has haste, meaning it is immediately useful if drawn on turn 2-3 or later, makes it quite good.
  6. One of the two things that form the foundation of Burn decks is efficiency (the other is consistency); to combine the points above, Goblin Guide and Monastery Swiftspear are 1 mana, 2 power creatures that often get in for at least 2 damage; in comparison, Keldon Marauders and Viashino Pyromancer are 2 mana creatures that do the same. Let me run you through a little demonstration:

You're on the play and it's Turn 1. You play a Goblin Guide and attack for 2.

Turn 2, you attack for 2 and cast two Lightning Bolt s. Your opponent is at 10 life and you have spent 3 mana and played 3 cards to get them there.

vs.

You're on the play and it's Turn 1. You cast a Lightning Bolt and pass.

Turn 2, you play a Keldon Marauders or Viashino Pyromancer . You've spent 3 mana and played 2 cards, dealing a total of 4-5 damage.

So yeah. I'm not saying you should change your deck's creature base or anything, cuz it kinda defeats the point of posting a deck if it's just gonna be a copy of something online, but that's what I think. Btw, you said in your post that them being 1 cmc was a problem, and I don't really understand why. Lowering the curve is generally just better in every way when it comes to Burn imo; care to explain?

In regards to Slagstorm , you don't really need to be blocking things in the first place. Your opponent should be dead or close to it by the time they get to casting 6 toughness things (which is turn 3 at the soonest for most ramp decks). Also, it does deal damage to the opponent, though it's a 'choose one' card so you can't do both at the same time. To be honest, though, I don't think you need any sweepers at all in your deck, besides maybe Anger of the Gods since Dredge and Arclight Phoenix decks are all over the place. It's not like there are any go-wide creature decks that are faster than burn in modern, and as you said, killing your own creatures is kinda bad.

While we're on the topic, I noticed you needed some Tron/Scapeshift and graveyard hate in your sideboard. Molten Rain is great for Tron, and Tormod's Crypt and Relic of Progenitus are options for grave hate. Cards to deal with graveyards are especially important nowadays since gy decks have gotten a lot more popular recently, so I really suggest you play something for them.

Sorry for the long post, I spent too much time on this.

vorpalaxe on lava spike, vorpalaxe

9 months ago

thanks for your comment. i have not looked at the cards yet, so i appreciate you pointing these ones out. these are some good cards, and those traditional burn creatures are good, too. There is no reason to Light Up the Stage this kind of card will just slow down a potential kill, like Browbeat . Skewer the Critics definitely seems like it can shine in some situations, and i agree that it looks better than Vexing Devil . the thing about Vexing Devil is that it is the best first turn play. also, it is critical to play something on the first turn, and I would not change the mana curve. also, if I have a Searing Blaze or a two mana creature, it is critical to play it right away. In other words, Skewer the Critics is ideal on turn three after I play Searing Blaze , Viashino Pyromancer , or Keldon Marauders . thus, I am not convinced it will improve the deck. The creatures with haste are great. the problem is that they are 1 cmc. To keep the mana curve the way it is, I would have to trade out Vexing Devil , and/or Grim Lavamancer . My argument against that is this: Vexing Devil on the first turn will kill anything that can block it turn two, and survive. The opponent has to deal with it by taking 4 damage or wasting a removal. If I can get them to take 4 damage, my odds of winning are better than had I played Goblin Guide . If they remove Vexing Devil , then I am in an equal position. The only time Goblin Guide and Monastery Swiftspear seem better to me is when you can squeeze one or two extra damage through before the opponent plays a pro red creature. Slagstorm will kill all my creatures, and eliminates the option of casting Volcanic Fallout after combat damage, which enables killing a 6 toughness creature by blocking with Vexing Devil . the fact that it does damage to the player as well is important. every card i play that fails to damage to a player potentially slows me down a turn, or even two, if i top deck a land. thanks again. let me know what you think.

The_Dark_Mage on SiCk bUrN!!! (Mono-Red Budget Burn)

10 months ago

Potentially 5 damage for 2 mana seems great! Keldon Marauders enters the battlefield to deal 1, swings for 3, then dies and deals another 1. My only problem is if your opponent has any blockers at all it will take away that extra 3 damage, and 2 mana for 2 damage isn't that great. I will definitely consider it because it deals some damage, gives you an extra blocker for two turns, and could act as a bodyguard/distraction so Kiln Fiend can hit your opponent. Thanks for the suggestion Lanzo493! :)

Lanzo493 on SiCk bUrN!!! (Mono-Red Budget Burn)

10 months ago

I've always liked Keldon Marauders in budget burn.

Embree on Monty Burns

11 months ago

i gotta say, I am a big fan of all of your brews! You have some really fun ideas. I'm a big burn fan and really dig your list. I have been running something similar with Reckless Abandon + Keldon Marauders which has been a really fun combo. Keep the brews comin!

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