Keranos, God of Storms

Legality

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

Printings View all

Set Rarity
Journey into Nyx (JOU) Mythic Rare

Combos Browse all

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 or player.

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Latest as Commander

Keranos, God of Storms Discussion

NV_1980 on The Burning Locust God

1 week ago

Hi,

We've never considered this approach for The Locust God before, but looking at your deck-list it looks like this could work. Here are some additional cards we would definitely recommend:

  • Keranos, God of Storms; burns someone whenever you reveal your first draw of the turn if it's a non-land card (and if it's a land, you get to draw again, so no down-sides there).
  • Breath of Fury; not really a burn card, bu we would recommend this card for all Locust God decks as it can potentially end games, if you happen to have enough Locusts. Attach it to a Locust, attack with all Locusts. Sac one of the Locusts, attach it to another Locust and attack again. Repeat this until all your opponents bite the dust or you run out of Locusts.
  • Goblin Bombardment; can make someone severely regret board-wiping your army of Locusts.
  • Shared Animosity; also not a burn card, but a really nice, cheap-to-cast booster for a Locust army. As an example, just five Locusts and this card turns all of them into 6/1 flyers; ouch.
  • Burn at the Stake; if you do not want to attack with your Locusts, this card can also make use of them quite well for a magnificent burn.
  • Molten Psyche; nice burn card in this deck, if you have enough artifacts on the field.

Other than these cards, some we feel fit really well with Locust God are:

  • Altar of the Brood; this becomes really frustrating for your opponents when you're drawing as much as this deck allows.
  • Enter the Infinite; we know, it's expensive to cast, but combined with many of the permanents in this deck that damage opponents whenever you draw, this can potentially end games (not to even mention the army of Locusts this would generate).

In case you're interested in our entire decklist, please feel free to check it out: My Power Will Eat Your Face!. As a matter of fact, we admire your creativity and are kinda hoping you would be interested in checking out more of our decks and providing some feedback. We of course would gladly do the same for you.

Happy brewing and gaming!

With kind regards,

Mrs and Mr NV_1980

Darkshadow327 on Card creation challenge

1 week ago

Prophet of Keranos

Creature - Human Wizard

Whenever you Scry you may deal X damage, where X is the number you scryed.

,, sacrifice Prophet of Keranos: Search your library for a card named Keranos, God of Storms, reveal it and put it into your hand. Shuffle your library.

Keranos demands controlled chaos from his followers

1/4


This is a cool cycle

Challenge: Keep the cycle going

eliakimras on An Evening in with the Kings

1 month ago

It is a really great Enchantress build. Some suggestions: Copy Enchantment gives more utility. Leyline of Anticipation lets you play reactively. Burgeoning should be included, because it lets you put all lands you draw with Mesa Enchantress and friends on the battlefield - and you draw a lot in this deck. Duelist's Heritage is a great political card, since you can give double strike to your opponents' creatures to take someone out. Aura Thief+High Market combo nicely with Enchanted Evening. You may also try Solemnity. It comboes with Phyrexian Unlife (you can't die since you can't have poison counters), Lost Auramancers (that can be immediately killed with High Market to bring Decree of Silence so no one but you can play Magic), Glen Elendra Archmage (counter all noncreature spells your opponents cast), Glacial Chasm (never be attacked again), Mystic Remora (free draws throughout the game). Collective Restraint is another Propaganda effect that comboes with Shock Lands and Prismatic Omen. // Have you tried Tuvasa the Sunlit as the commander and Mind's Dilation instead of Sunbird's Invocation? Tuvasa is a enchantress and finisher on the command zone that can be recast at least 2 times before being expensive. Also, a 3-color mana base is way smoother than a 4-color one. You can even run less taplands to chain a turn 1 Wild Growth or Utopia Sprawl or Birds of Paradise or Burgeoning into a turn 2 Tuvasa the Sunlit. // If you want to stick to Kynaios and Tiro of Meletis, you can put Tuvasa the Sunlit in the 99. Fertile Ground can help you reach K&T on turn 3 (land enchantments are better than land ramp in this deck, since they can draw you cards with an enchantress even in late game). Nature's Lore also can guarantee K&T on turn 3. You might also consider Selesnya Sanctuary, Azorius Chancery and Simic Growth Chamber - K&T can put them on the battlefield at end of your turn, so you don't lose tempo. Blasphemous Act is a great boardwipe on Red. Assemble the Legion and Sacred Mesa create more tokens. Purphoros, God of the Forge, Kruphix, God of Horizons and Keranos, God of Storms are also solid.

BotaNickill on BotaNickill

2 months ago

Hey So I am constantly trying to make this better or more consistent, I'm actually headed to pickup a Keranos, God of Storms to finish out my god collection. If nothing else the deck is fun to play cause you can use all the best cards from every color, ie, Demonic Tutor, Vampiric Tutor, Time Walk, Time Warp, Birds of Paradise, Regrowth, etc. I never seem to have mana troubles so that part is never a problem, however, living long enough to turn all the god's into creatures has been a challenge. I see you built your deck with more of an enchantress style, which is cool, and I have considered it, except for the fact my other favorite deck is my enchantress deck, and all my good enchantresses are in that one, lol. You have some nice cards that I don't have. How well does your deck work, is it Consistent?

poorpinkus on Evening the Odds - An actual decent coin flip deck

2 months ago

Not sure 100%; I actually built the deck before they even made Zndrsplt and Okaum (Started off with Ruhan of the Fomori, then Keranos, God of Storms. Printing the coin flip partners inflated the price of the deck a lot. Keep in mind, for a Commander deck, this price is actually considered "budget", but swapping out Ral Zarek, Goblin Bomb, Fiery Gambit, Lightning Greaves, Shivan Reef and Karplusan Minotaur would save you a total of $32 bringing the cost of the deck down to $55. Chance Encounter is $10 and Krark's Thumb is around $6, but they are both pretty much win conditions of the deck (although the deck will still be fun and depending on the power level of your playgroup you might be able to afford keeping them out). Feel free to start off without those cards though, and replace them with something else initially (counterspells and removal probably, or ways to protect your creatures).

If you removed every card that I mentoned and replaced them with cards that you already had, you'd be saving around $47, and even then you could replace Puppet's Verdict, Mystic Confluence, Game of Chaos, Counterspell and Strionic Resonator for cheaper cards, saving $13 extra bringing the total savings up to $61

Basically what I'm saying is that if you really wanted to go budget, you could probably manage to make the deck for around $20-$30 (although I may be missing cards with "unknown" costs and other factors such as rounding error and the extra price that card shops tack on). I can try to make a budget list but I won't be playtesting it so I can't tell you 100% if it works. Hope this helps!

Liquidbeaver on Argent Moon: Liquimetal Control

2 months ago

After playtesting I settled on Opt in place of 2x Electrolyze and 2x MB counterspells. While Serum Visions and Sleight of Hand worked great, being instant speed ended up being imperative for Thing in the Ice  Flip and buffing Crackling Drake just a bit more during combat.

Dropped another Mission Briefing, and I'm liking it as a 2-of. The requirement can be detrimental in the very early game, and I think Briefing would just be better period if I had more burn spells. However, I don't think I will ever take it out, as I don't think Snapcaster Mage as a 2-of would be better in this case.

Switching to a more proactive build definitely helped the speed of the deck quite a bit, but it made the exact MB counterspells I chose much more important. Playtesting again on Friday, and going to switch the Mana Leaks out for Remands and try that again. Going to try to get a 4th in, but I'm not sure what to cut. Maybe the Unsubstantiate?

Ral, Izzet Viceroy as a 1-of in the MB, and Keranos, God of Storms as a 1-of in the side has been working well so far. For games where I need the big creature removal and a finisher I leave Ral in, when Ral gets removed too easily I switch him for Keranos, and in longer games I have both in the MB.

18-19 lands seems to be the sweet spot. I tried 20 and felt flooded almost every single game. This is a lot of the reason behind just the 2x Drake, and a 1-of Ral/Keranos at a time, because any more of them and they would be stranded in my hand. With the pace the deck forces the game to play at, casting Drakes around T6 and Ral/Keranos around 7 or 8 has worked just fine.

Wandering Fumarole got cut. If I had 22 lands or something ETBT would be fine, but not at 18-19.

Pheardemons on Argent Moon: Liquimetal Control

2 months ago

Chandra's uptick is more useful when a deck isn't reactionary. I'm sure flipping over a counterspell does feel bad. I understand that skepticism. However, in saying that, her emblem is monstrous. Easily something that finishes games. Jace, the Mind Sculptor does seem to fit this play style a lot better. I understand using him instead.

That is an interesting thought with the Phyrexian Metamorph, but also something that does seem clunky and cute. That spot would be better to stop other decks, rather than simply copying their win condition.

The suggestions I would have are:

Mainboard

-2 Crackling Drake, -3 Thing in the Ice  Flip, -2 Spellskite, -1 Shrapnel Blast, -1 Mission Briefing

+1 Keranos, God of Storms, +1 Ral, Izzet Viceroy, +1 Jaya Ballard, +1 Jace, the Mind Sculptor, +2 Wandering Fumarole, +3 Anger of the Gods (or Sweltering Suns)

The reason I am taking out the Spellskites is that against a deck that doesn't attack much or is combo, this card is dead. It only has 0 power which means it cannot attack. Shrapnel Blast I'm assuming is there to try and get the last bit of damage through, but you don't really want to be sacrificing your artifacts, or whatever other permanent you'll have with Liquimetal Coating. I get the combo with sacrificing lands late game with Isochron Scepter imprinting it, but that's a fragile combo and you'll probably want something more concrete. For these my thought process was to add in board wipes to help you against those aggressive matchups, of which you have Anger of the Gods. I suggested Sweltering Suns so that in a matchup that they aren't needed, you have a cycle. Your choice.

I know your hesitation with adding more lands, but 18 seems pretty low for a deck that may now have potentially 3 cards at 5 mana, as well as wanting to cast multiple spells a turn, if necessary. I only added in the two, and I felt with the benefit of the planeswalkers and Keranos they can help you draw through the rare pocket of lands.

Sideboard: I'm just going to create a sideboard for you as a template, then you can curtail it to what you need for your meta.

2x Damping Sphere 2x Echoing Truth 2x Negate 2x Blood Moon 2x Shattering Spree 3x Grafdigger's Cage 2x Sorcerous Spyglass

Damping Sphere is a two-for-one against storm and tron. For storm, your stall tactics don't really affect them. You have a couple counters, but Remand only stops them for a turn, and they can usually pay for Mana Leak once they start. Your creature destruction also helps, but they can also do it naturally. This is that little bit extra to stop them after game 1.

Echoing Truth is a catch-all. It is really good against tokens, enchantments (that you can't deal with once they land cough cough Leyline of Sanctity), ect. It can be brought in against anything and every, and imprinting it with Isochron Scepter I'm sure will feel amazing.

Blood Moon is helpful against multi-color decks as well as an extra boost against tron. I'm not sure how bad that matchup is for you, but it couldn't hurt. Decks that don't see the mainboard Blood Moon may not fetch correctly game two, and therefore you may have the advantage of stopping their colors.

Grafdigger's Cage is another almost catch-all in the sense that it stops storm, hurts Snapcaster Mage, dredge no longer means anything (and it is on the rise), and any other graveyard shenanigans. Warning, this stops Mission Briefing, so you may want to side that out if you need the Grafdigger's Cage.

Sorcerous Spyglass is a great card to stop planeswalkers (if they land) as well as other cards that may become a hassle. The looking at your opponent's hand is also very good in being able to plan your next couple of moves.

Negate is a better hard counter against decks when Mana Leak or Remand won't cut it. Or, just extra counters if needed.

This sideboard is just a frame for you to mess around with. I don't play this kind of control so I used my knowledge of the meta, as well as when I've seen other people do, to make it. Hopefully it's at least adequate.

Pheardemons on Argent Moon: Liquimetal Control

2 months ago

Do not worry about not turning Keranos, God of Storms. That actually makes him vulnerable to Path to Exile or Condemn if he's attacking. Don't get me wrong, if you can cool, but don't make it a point. I'd actually say one Keranos, God of Storms, one Chandra, Torch of Defiance, and one Ral, Izzet Viceroy as the actual win conditions. Every other card is a way to stall the game or protect them. You could also look into Jaya Ballard so that if you play against someone else that is able to stall the game (most likely another control player) you could try to hit Jaya Ballard's ultimate to win the game through, essentially, flashing back burn spells. Wandering Fumarole could be another potential win condition. Blood Moon turns it off unfortunately, but an option nonetheless.

Against decks that are aggressive, they just tend to be the bane of control decks because they are too quick and get underneath the control decks before they can stabilize. I'd actually say that, instead of creatures, your sideboard should be more tuned to the meta. Creatures is a cool thing, but is cute. Spellskite is good because it can be used to protect your planeswalkers from targeted removal. Other than that, I'd say to take out the Electrostatic Fields and Phyrexian Metamorph (why is it in there?) to put in more universal cards to fight against other decks. I'd also switch out the Unsubstantiates for something more universal like more Echoing Truths or Repeal. If you do decide to go this kind of control route, Leyline of Sanctity is going to cause you problems, so you'll want to ensure that you can bounce it then counter it.

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