Keranos, God of Storms

Keranos, God of Storms

Legendary Enchantment Creature — God

Indestructible

As long as your devotion to blue and red is less than seven, Keranos isn't a creature.

Reveal the first card you draw on each of your turns. Whenever you reveal a land card this way draw a card. Whenever you reveal a nonland card this way, Keranos deals 3 damage to target creature, player or planeswalker.

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Trade

Have (3) metalmagic , Azdranax , gildan_bladeborn
Want (1) Odin1806

Printings View all

Set Rarity
Secret Lair (SLD) Mythic Rare
Journey into Nyx (JOU) Mythic Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Hero Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
MTGO Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Keranos, God of Storms occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Keranos, God of Storms Discussion

TypicalTimmy on Just Chatting I

2 months ago

That's what I was leaning toward, Dylan. Here's why:

Between all 10 Guild Signets, Arcane Signet and Fellwar Stone I have access to 12 stones that produce a wide array of colors. Now I could add in Coldsteel Heart, but this enters tapped and only allows me one color, so I'd rather not limit myself so heavily. There are about 10 or so lands I have identified that can also produce any color mana with little downside, on top of the 10 shocks and 10 fetches.

So I think I can build a robust enough mana base to pay for a 10cmc Commander relatively quick. What'd I'd need from to speed things up is draw.

Draw is the single most important aspect of this deck, because without it I'd eventually run out of cards in hand. So, for the purposes of this deck, I think high-impact draw spells such as Sphinx's Revelation are actually well worth it. There is, of course, Karametra, God of Harvests but unfortunately she seeks out basics. Between 10 shocks, 10 fetches and 10 that produce all colors, I already have 30 lands accounted for. If I go even just two of each basic, that's 40 lands in a 99 card library.

Add on top of this the 12 stones I've mentioned and I have a staggering 52 mana-producing cards, leaving me just 37 of them left available to me.

If I put in 25 Gods, this means I will be on average drawing a God every 3rd - 4th turn. This however leaves me with a mere 12 cards left to work around.

This is where the difficult part comes into play; Between the shocks and fetches, that's a staggering 30 life that could be paid into them over the course of a full game. So, naturally I'd want some cards to regain said life.

Sphinx's Revelation works really well for this, as would cards such as Whip of Erebos, True Conviction and Titanic Ultimatum. However this leaves me 8 cards left.

I want to plan for wraths, as with my Gods being Indestructible I want to blow up the battlefield and reset the game, allowing me openings to swing in for the win. I feel that in order to appropriately push this, I'd want at minimum 5 wraths or wrath-like effects. I think I have settled upon:

This leaves me with just three cards for draw. Bare in mind, Sphinx's Revelation is already listed and Karametra, God of Harvests effectively acts like draw. Something I think a lot of players miss is that there is a difference between draw and card advantage. What Karametra, God of Harvests does is give you card advantage by putting additional cards onto the battlefield. For each 1 creature you pay, you get an additional land for free. This means you remove a card from your deck, thereby increasing the percentages and chances of drawing into something better.

The same is true for fetch lands - Using one land to take another land out of your library is effectively removing 2 cards, meaning you improve percentages.

Between Sphinx's Revelation, Karametra, God of Harvests, Keranos, God of Storms and Ephara, God of the Polis there's a decent amount going on. There's also The Scarab God who I can use as an exile effect against graveyards to give me more bodies on the field, which in turn translates to scrying. The Locust God also works for draw, as well. So that's six already named in the base set. I still have 3 cards left to build into the +99.

Blue Sun's Zenith is an obvious must-have as it ensures replayability. With the insane density of mana in this deck, I'd be stupid to not play it.

I honestly feel Thopter Spy Network is a good choice as well, because not only does it give me 1/1 flyers as chump blockers while I wait on devotion to kick in, it also gives me card advantage when they deal combat damage. I think many players overlook the second ability on this card, as it rarely sees any play in any deck out there.

Finally, I think I rather enjoy the idea of Alhammarret's Archive. It gives me a guaranteed 2nd card per draw, gives me additional resources with all of the above-mentioned draw worked in by the Gods, doubles up all of the X-draw factors, and really helps me push forward the regaining of life.

Now I obviously don't "need" to run 25 Gods, however I want to ensure I am always able to put pressure on the boardstate.

So, for now, that's where I'm sitting. It's about shifting resources and honing in the design to make it both faster and more aggressive.

I know it won't be on par with Ur-Draogn, Scion, Jodah or some of the other more robust 5c Commanders out there, however it's a unique and fun design that's honestly really difficult to stop.

That's why I've settled on Progenitus. He's harder to get out at first, but he damn-near instantly turns all Gods into viable creatures. Morophon, the Boundless still needs to wait to turn them all on, and it could be several turns before any one of them come online.


Having said everything I did in here, the truth is I am building this deck as an excuse.

I really wanted the Stargazer Secret Lair pack so I bought it. I am in love with the artwork and the idea of it just felt so natural to me.

One of the biggest hurdles I've had getting into EDH more is the mana base. The lands in any deck, as we all know, can easily double the cost of it. So, I came to terms and bought all 10 shocks and all 10 fetches. Doing so set me back $430, but now it's a hurdle I no longer face. I can now build stronger mana bases and, therefore, play the game more confidently.

So since I have the Gods from Stargazer and I have the 20 lands, I figured why not combine them into something special and I can just move the lands into whatever deck I need later on.

DemonDragonJ on Jhoira or Keranos?

2 months ago

I have a red/blue deck that currently has 62 cards, so I need to remove two cards from it, to bring it to the ideal amount of 60 cards.

I have decided that I shall remove either Jhoira of the Ghitu or Keranos, God of Storms from the deck, but I am uncertain which is more less essential to the deck and, thus, more disposable; Jhoira has a lower cost and is always a creature, but Keranos is indestructible, and both of them have very useful abilities.

What does everyone else say about this? Which card should I remove from my deck?

DemonDragonJ on Help Me Reduce My Decks ...

2 months ago

I have reduced my red/blue deck to 62 cards, so I now need to remove only two more cards from it, and I would like to have advice on which cards to remove.

I plan to remove either Jhoira of the Ghitu or Keranos, God of Storms, but I am not certain which is less important to the deck; Jhoira has a lower mana cost and her ability is very useful, but Keranos is indestructible and also has a useful ability.

What does everyone else say? What cards should I remove to reduce my red/blue deck to 60 cards?

DemonDragonJ on Fire and Ice

2 months ago

As I said that I would, I removed two lands from this deck, because 28 lands should be more than sufficient, and I also removed the two copies of Lightning Bolt, which made me very sad (and also, paradoxically, increased the average converted mana cost of this deck from 3.22 to 3.35), but they were not essential to this deck, so I now need to remove two more cards to reduce this deck to 60 cards.

I plan to remove either Jhoira of the Ghitu or Keranos, God of Storms, but I would like to have help deicidng which to remove; Jhoira has a lower mana cost and her ability is very useful, but Keranos is indestructible and also has a useful ability.

What does everyone else say? What cards should I remove to reduce this deck to 60 cards?

BlackPhilip on Jeskai Miner

2 months ago

Thanks for the comment, I_Want_To_PlayAllTheDecks. I made this deck beacause I wanted to play with Karn, but not in Mono Green... The combo can be made, yes, especially in more casuals LGS and FNM, but is not so easy/consistent as Dimir Inverter, so I don´t recommend it for a super competitive tournaments. We lack some good tutors here with these colors, but all the card selection in the deck plus Karn, the Great Creator make a really great job. For back-up plans we have Keranos, God of Storms out of the sideboard for noncreature matchups or grind matchups and Skysovereign, Consul Flagship for tutor up with Karn, the Great Creator. My list is not that cheap for casual play because I have all the expansive cards already, but it can be made on a budget too, swapping some lands and other expensive cards like Walking Ballista in the sideboard. It's a fun deck.

MinotaurtheMatador on Card creation challenge

2 months ago

Oko, Polymancer

Legendary Creature - Oko

+1 You may return a creature you control to your hand. If you do, you may play an additional land this turn.

0 Turn target creature facedown and remove all counters from it. It becomes a colorless 2/2 creature with no subtypes. It gains Morph and it's morph cost is equal to its converted mana cost.

-8 Gain control of all colorless creatures.

5


So if you can grind him out and disrupt the board long enough, you can gain control of everything you morphed over. It also makes you gain control of all artifact creatures and Eldrazi by proxy, so that's pretty neat. Once you gain control of the morphed creatures, you can pay their converted mana cost to flip them over, giving you huge utility and value. Granted, he's a massive time and manasink, but hey it's new and plays with Morph in a currently unseen way.

I'd like to see a Legendary Octopus. To make it a hard challenge, make it Izzet. Don't think of Izzet like on Ravnica, think of it like on Theros. Izzet on Theros is more about rage, passion and storms as opposed to Ravnica where it's about innovation and technology.

Look more toward Keranos, God of Storms more so rather than Saheeli Rai. Two very different Izzets.

DemonDragonJ on Help Me Reduce My Decks ...

2 months ago

The next deck that I wish to discuss is named Fire and Ice. As with the previous decks, I shall remove two lands from it, which leaves me with eight more cards that I need to remove. I likely shall remove two copies each of Dominus of Fealty and Hypersonic Dragon, due to their high mana costs; Mindwrack Liege is more expensive than are they, but it is too good to not have four copies of it in this deck.

I am contemplating if I should remove either Jhoira of the Ghitu or Keranos, God of Storms from that deck, as they are both awesome creatures, but I do need to reduce the number of cards in this deck. Lightning Bolt is also an awesome card, but it is the least essential card in this deck, unfortunately, so I likely shall not keep it. However, if I do remove it, will there be a sufficient number of non-land spells to trigger the prowess ability of Stormchaser Mage? If not, I shall replace that card with Lightning Stormkin.

I also have a blue/green deck named Artificial Evolution, from which I also plan to remove two lands, leaving eight non-land cards that need to be removed. I likely shall remove two copies of Trygon Predator, because, as great as that card is, it is unlikely that my opponents shall have a sufficient number of artifacts or enchantment for it to be necessary for me to have four copies in this deck, as well as two copies of Horizon Chimera, because the lifegain from that card is largely negligible, but flash, flying, and trample are all excellent abilities, so two copies may remain. As good as Winged Coatl is, I still need to remove cards from this deck, so I shall likely remove two copies of it, as well.

Edric, Spymaster of Trest, Maraleaf Pixie, Murkfiend Liege, and Prophet of Kruphix are all too amazing to remove, but Overbeing of Myth is disposable, as tragic as that may be, so I likely shall remove it, as well.

What does everyone else say about these two decks? What cards should I remove from them to reduce them each to 60 cards?

HybridPK on Channel the Tempest

2 months ago

Saw the link and request for budget suggestions. I haven't played Melek but I am currently playing Mizzix of the Izmagnus and used to play Keranos, God of Storms. I'm a fan or UR all-around. The suggestions below are fairly generic since I'm unsure of how you want to win. Suggestions are based around cards I've used before in 60-card formats or in EDH with the previously mentioned legendaries, and should be under $5 each.

Spell-cost Reduction

Token Generators

Pingers

Copy Effects

Miscellaneous

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