Keldon Megaliths

Keldon Megaliths

Land

Keldon Megaliths enters the battlefield tapped.

: Gain .

Hellbent, : Keldon Megaliths deals 1 damage to target creature, player or planeswalker. Activate this ability only if you have no cards in hand.

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Printings View all

Set Rarity
Duel Decks Anthology (DD3) Uncommon
Duel Decks: Jace vs. Chandra (DD2) Uncommon
Future Sight (FUT) Uncommon

Combos Browse all

Legality

Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Keldon Megaliths Discussion

SynergyBuild on POLL - Top 10 budget …

2 months ago

For recursive lands: Mystic Sanctuary (Dumb Good), Witch's Cottage, Mortuary Mire all work once, but with flickerable effects it's all fine, and you can sacrifice Buried Ruin, Petrified Field, Sequestered Stash. Hall of Heliod's Generosity/Academy Ruins are insane in the right decks, and Emeria, The Sky Ruin is busted in the late game. Mistveil Plains sort of works as recursion, and is repeatable, but is best with tutors and tutor chains. Even Unholy Grotto works amazingly in zombie decks!

(Nonbudget versions would be like Volrath's Stronghold)

Some other draw engines I didn't mention prior are Sea Gate Wreckage, Throne of the High City, Grim Backwoods, and sort of Desolate Lighthouse.

Some tutors like Tolaria West that MagicMarc mentioned would be Inventors' Fair, and Sanctum of Ugin.

Removal is plentiful on lands, but pretty specific. Blast Zone is a favorite of mine, and is dumb good. Ghost Quarter, Field of Ruin, Dust Bowl, Encroaching Wastes, Memorial to War, and Tectonic Edge all deal with lands. Arena, Barbarian Ring, Blighted Gorge, Cabal Pit, Desert, Keldon Megaliths, Keldon Necropolis, Mouth of Ronom, Rath's Edge, Grasping Dunes, Ifnir Deadlands, and Quicksand are good against creatures, and some walkers.

Kazierts on Red/Green

9 months ago

Well, if you never had any problems with Kiln Fiend then keep it. There's no reason to change what has been working out fine. Just as a thought provoker, you can have Monastery Swiftspear to think about.

Maybe just bad wasn't the best thing to say about Rakdos Shred-Freak . It's just that it offers basically nothing more than haste. You have cards like Hellspark Elemental , as you mentioned, but also:

  1. Earthshaker Khenra - Makes it easier to get to your opponent while also being reusable from the grave in the late game, and even bigger than before.

  2. Ash Zealot - More of a Siboard card, but still, 2 mana for first strike, haste and punishes your opponent for playing cards from your graveyard.

  3. Vexing Devil - Dont't know if you could fit this guy in your budget, but it's amazing. It's either a one mana 4/3 that your opponent will have to waste a removal spell or a one mana 4 damage spell.

However, the real reason I said Rakdos Shred-Freak is bad is because of...

Thunderkin Awakener - It can reanimate all of your (elemental) suicide bombers while attacking. So for only two mana, you can from 4 damage on board, with Thunderkin Awakener and Spark Elemental , to up to 8 damage with the Firecat. You could also put other cards in for him, like Lightning Skelemental and Spark Trooper , but those would require you to adjust the manabase.

Also, since you're playing these cheap suicide bombers you could use Unearth to reanimate them again and hit for a bunch. However, I'm not sure that splashing to black would appeal to you.

Another suicide bomber could be Impetuous Devils , though I don't have much to say about it. You can basically take out one of your opponent's creature by forcing them to block. Just here as an option for you.

Cards like Thud , Fling and Flesh / Blood (the blood half only) should prove themselves more useful than Soul's Fire . Since most of your creatures are dying anyway, there should be no problem in sacrificing them.

Manabasewise, if really want to keep Reality Smasher you can add lands that have a better utility than Rogue's Passage as most of your creatures have trample anyway, so your opponent will regardless always have trouble preventing damage.

I've been writing a lot today, so right now I won't go on too much detail about these "utility" lands. I'll just list some here and you can say if you liked any or none and I'll glady discuss about it.

Just as a curiosty, I've written so many cards in this comment that TappedOut won't let me mark more suggestions, while most not even appearing for me to suggest.

Praepes on Creatureless Mono-Red Burn

1 year ago

I hadn't thought about land burn. I'm rather wary of a colorless land for this deck, as in Blighted Gorge , but I think Ramunap Ruins definitely seems like an improvement. Possibly even Keldon Megaliths despite slowing the deck down a bit. I'll have to test it. Thank you for the suggestions Funkydiscogod!

ToastedBagl on Madness Burn

2 years ago

suggestions:

2 Ghitu Encampment in board 4 Keldon Megaliths

timmyt1000 on Neheb, the Eternal Fireball

2 years ago

Have you considered Molten Disaster, Sulfuric Vortex, Recoup Rolling Earthquake, Pyrohemia, Keldon Megaliths, Shivan Gorge for your list they seem like they would all be good considerations.

PhyrexianPreator on Mono Red Burn

2 years ago

Instead of the Desert, try Keldon Megaliths

Hyperalgialysis on Red - FOIL

2 years ago

You should change the format to modern. You might like Keldon Megaliths

Maaagic on The Perfect Kill it with Fire

3 years ago

When you play Mono Red Burn you end up having a lot of filler space available to customize your deck after adding playsets of Rift Bolt, Lightning Bolt, Goblin Guide, Eidolon of the Great Revel, Monastery Swiftspear, and Lava Spike. Along with that usually you run about 1 Shard Volley because drawing multiple can be devastating, and even 2 can be stretching it (but maybe play 2 if you think you can).

Some of the better options after that are Hellspark Elemental, Keldon Marauders, Vexing Devil, Searing Blaze, Grim Lavamancer, Shrine of Burning Rage, Exquisite Firecraft (which is a very underestimated card), Ball Lightning, and Magma Jet.

Then more tertiary options include Spark Elemental, Flame Javelin (which does not get hit by Inquisition of Kozilek), Chandra, Fire of Kaladesh  Flip, Chandra's Phoenix and Thunderous Wrath.

For the sideboard some good options include Blood Moon, Leyline of Punishment, Smash to Smithereens, Molten Rain, Curse of the Pierced Heart, Anger of the Gods, Dragon's Claw, Tormod's Crypt, and Relic of Progenitus.

Keep in mind that what cards I have recommended you do not have in paragraphs 2-4. Also you have stated that this indeed is a burn deck (like T4 kill you kind of thing) so I am treating it like that. And if this is the case you usually want to run 18 lands, maybe more (especially if you play with fetch lands). But if you are a more controlling deck then that is another story and I can go in-depth on the more controlling archetypes of Mono Red if you want.

Also Keldon Megaliths can be good, along with many other utility lands for red.

If you have any questions on the playability of any of the cards or different popular archetypes of Mono Red besides Burn then just leave a comment and I can go in-depth on it.

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