Keldon Overseer

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Commander / EDH Legal
1v1 Commander Legal
Magic Duels Legal
Brawl Legal
Standard Legal
Arena Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Dominaria (DOM) Common

Combos Browse all

Keldon Overseer

Creature — Human Warrior

Kicker (You may pay an additional as you cast this spell.)

Haste

When Keldon Overseer enters the battlefield, if it was kicked, gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.

Keldon Overseer Discussion

hoffie4 on Hallar, the Nuke Launcher

7 months ago

I also run a Hallar deck, and I'm liking yours a lot. You have a lot of stuff that I don't.

Here are some suggestions that I've found useful:

In general, I've found that a good way to play Hallar is to focus on providing a lot of +1/+1 counters and then using a few cheap kicker spells to trigger Hallar. I tend to avoid most kickers that are expensive or that require multiple colored mana whenever possible. I also like to use something like Reclaim to get back a cheap kicker so I can potentially trigger Hallar twice in one turn.

I might recommend cutting out some of the more expensive cards, like:

Another fun way to play Hallar if you include a lot of cards that put +1/+1 counters on creatures is to include cards like:

If you use cards like Hunger of the Howlpack and Blessings of Nature to dump counters on them, you can really do some damage with these. They also help to take some of the heat off of Hallar.

Argy on Treasonous Ogre

11 months ago

Yeah I forgot about that one, too.

It was REALLY good when there were heaps of Vehicles around.

I think you could definitely take out 1x Keldon Overseer for 1x Hijack.

You then need to have a little think. If you want the deck to steal stuff sooner, you'll need to think about swapping Hijack for some of your five drops. The Eldest Reborn is probably the best swap. That's a fairly useless card against Weenie decks, which we could now see a lot of (given they were Top 4 in the Pro Tour).

I don't know the meta you are playing this in. You might be right in that Sideboard copies could be useful.

This might be the way to go:

Minus two of these, in any combination:

Arguel's Blood Fast  Flip
Fight with Fire
Sorcerous Spyglass

+2x Hijack

The combination of what you take our depends on your meta. My gut says 2x Fight with Fire is probably the way to go. Maybe even all three Fight with Fire, then put in two Hijack and one extra Banefire.

Argy on Treasonous Ogre

11 months ago

This feels a bit stronger now.

You can bring out Keldon Overseer without its Kicker cost and it still does quite well, as usually the Opponent often has no Creatures.

It usually gets at least 6 damage in before it is removed.

FSims81 on Treasonous Ogre

11 months ago

I had looked into Captivating Crew on suggestion from a friend I play with regularly. The cost to use the ability originally scared me off, but it is only one additional and gives me a permanent way to steal creatures if I'm not holding Act of Treason until it is dealt with.

Keldon Overseer is something I had not considered. I will look into that as well

Argy on Treasonous Ogre

11 months ago

I thought there were more cards that could help you steal, as that seems to be a big part of your win cons.

You could take out 1-2 Shock and a Lightning Strike for 2-3 Captivating Crew.

Keldon Overseer could also take the place of one Goblin Motivator. You really only need three of these as they aren't essential to the deck and have diminishing returns. Once one is on the field it usually does what you need. Two or three on the field aren't really that necessary.

Keldon Overseer also gives itself Haste.

ramen44 on Black/Red thud rush (looking for feedback)

1 year ago

Angrath doesn't do enough when he enters for 5 Mana.

Banefire is overcosted way to thud Yargle, Glutton of Urborg or Inferno Hellion. Amount of times I cast yargle, pass, and the opponent expects to chump block him or multiblock him is crazy. Then I thud/Gravitic Punch and they lose.

I think skizzik is weak because theft is only as good as the creature your opponent has. Although it's good sideboard for decks that do have lots of big creatures.

Wanted Scoundrels trades pretty well, but so does Hired Poisoner and Raptor Hatchling and these don't give your opponent any help.

Goblin Motivator can occasionally give you haste when you need it, but how often is that? And wouldn't you rather use him to block rather than feel like you gotta protect him for that haste he might be useful for?

Demanding Dragon is okay, the flying is great he would love the haste from motivator, but the effect is usually just a sacrifice so he makes the deck more risky. Risk in that it's hard to ensure how much damage is occurring. He's a decent fling.

I don't run direfleet ravager because I often run very close games where I will end up not blocking so I can swing for a few points, and then cast yargle or inferno hellion and thud for a win. The ravager seems to make it faster, but you gotta have cards to seal the win right after using him or you're very vulnerable.

Keldon Overseer is too much Mana for a deck that wants to win by turn 6. Theft is unreliable, might not give you a good thud creature.

Sword-Point Diplomacy is bad. Run Risk Factor the only reason is that swordpoint will let our opponent choose to take the damage on cards you need and let you have the ones you don't. Risk factor has jumpstart so you can just jam it until it works. People take about 8 damage from risk factor and then let you draw.

I like Murder over cast down because it kills anything. If it's small enough I use Lightning Strike or Shock.

Decks usually can't handle multiple casts of Gravitic Punch it wins games. Like literally win from gravitic punch on inferno hellion, pass, jumpstart to do it again and finish with thud.

I try to play a bit of aggro with Raptor Hatchling and Goblin Instigator Hired Poisoner and Viashino Pyromancer. These give me enough blockers and a bit of damage to control the board, either to cast risk factor or use lightning strikes and the like to keep the board down so I can draw until I'm ready to finish them with a thud.

elvishimpersonator on RU the Day

1 year ago

id do 4Fanatical Firebrand, swap Keldon Overseer for Nest Robber since you'll likely never use his kicker. also throw in a bunch of burn! Lightning Strike and Shock!

spooniermist on I get a kick out of you

1 year ago

A few suggestions:

Zendikar Resurgent is great, but I'm not sure it works with what you're trying to do here.

Triumph of Ferocity seems situational, you're probably better off having something like Harmonize

Shape of the Wiitigo is quite expensive for what it does

Primeval Bounty expensive card for what it does

Primal Vigorchances of you casting this, then passing and letting your opponents use it first are high, imo.

Death's Presence you don't have that many creature to benefit from this.

Ashling the Pilgrim seems like a weak board wipe. Might be okay, though, but expensive.

Jugan, the Rising Star is just kinda bad, and you can do better for 6 aman

Rage Forger1 damage across 2-3 creatures won't make a big difference, even if it's across a few turns.

Soul's Might I don't think this is good.

Boundless Realms you need cheaper mana sources. You should add Rampant Growth and other cheap ramp. And Kodama's Reach

Zhur-Taa Druid Rampant Growth Kodama's Reach 2 Forest 2 Mountain would be my suggestions for a bit more ramp to give you the nudge in mana to cast the kickers.

Verduran Emissary Scrounging Bandar Keldon Overseer Fungal Behemoth Citanul Woodreaders Burst Lightning seem okay, but work nicely with what you're trying to do. Maximising on kicker is the way to go, imo.

Rishkar's Expertise goes in almost every green deck. It's crazy good, especially with a giant commander.

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