Keranos, God of Storms


Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal

Printings View all

Set Rarity
Journey into Nyx Mythic Rare

Combos Browse all

Keranos, God of Storms

Legendary Enchantment Creature — God


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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Cardhoarder (MTGO) -5%

6.36 TIX $65.23 Foil


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Keranos, God of Storms Discussion

mcstang1986 on Blood in the Ice

1 week ago

GeminiSpartanX Do I want fourth Snapcaster Mage over Keranos, God of Storms? put Keranos in SB over Electrolyze, which is bad in this Death's Shadow meta. I'm thinking about taking the 1 Electrolyze of the the main for a third Remand as well, or possibly a second Dismember?

sylvannos on Grixis Tempo/Control

1 week ago

You need Serum Visions to set up your draws so you always have the maximum number of options available. The thing with Grixis is you're trying to 2-for-1 your opponent out of the game. You have to grind them down on cards, then capitalize on your more efficient spells to close the win. Part of that is hitting them early with Inquisition of Kozilek to ruin their early game, part of that is setting your draws up with Serum Visions. The best part about Serum Visions is it lets you play a lower land count for a control deck and never miss land drops. Serum Visions is actually stronger than Thought Scour in this deck.

Your lands look good. I'd toss in a singleton Desolate Lighthouse and single Urborg, Tomb of Yawgmoth. Shizo, Death's Storehouse and the other lands in that cycle I've also found put in a lot of work once your deck has 2 or more legendary creatures. I also think you need some manlands, especially Creeping Tar Pit. That way, you don't need so many win conditions and can use those extra spell slots on more utility and removal. You optimally need more fetch lands, but Scalding Tarns are expensive.

As for a sideboard, I would use this:

1x Anger of the Gods
1x Counterflux
1x Crumble to Dust/Blood Moon
1x Dispel
1x Engineered Explosives
1x Hibernation
1x Keranos, God of Storms
1x Damnation/Languish
1x Lost Legacy
1x Negate
1x Slaughter Pact/Spell Snare/Grim Lavamancer
1x Olivia Voldaren
1x Rakdos Charm
1x Spellskite
1x Vendilion Clique/Thoughtseize

sylvannos on Grixis Tempo/Control

1 week ago

I agree with EmblemMan's post. You need Serum Visions to help fuel the graveyard and set up your draws.

That's also too many delve critters, especially in a format without Gitaxian Probe. Personally, I only run a singleton Tasigur, the Golden Fang in my list. I use Kalitas, Traitor of Ghet and Goblin Dark-Dwellers as my other beaters. Jace, Vryn's Prodigy  Flip is another good creature to have since it basically becomes Snapcaster Mage copies 5 through 8. Pia and Kiran Nalaar, Keranos, God of Storms, Vendilion Clique, and Spellskite are also good options. You can even use these slots for planeswalkers, depending on your meta. Ashiok, Nightmare Weaver, Jace, Architect of Thought, and Liliana, the Last Hope are all good here.

I think you want to go with a lot of removal, but you should still have some countermagic. I've found Remand, Cryptic Command, and low-mana hard Counterspells (Dispel, Spell Snare, etc.) are what I prefer.

GlistenerAgent on Best Version of Jeskai?

1 week ago

If you're playing Jeskai, I recommend building it like Greg Orange's UW. A couple of Condemns in the maindeck, relatively few red spells. The only ones I have are 4 Bolts, 1 Electrolyze, 1 Lightning Helix. I really like Keranos, God of Storms as the finisher of choice.

mcstang1986 on Saheeli's Modern Life

2 weeks ago

I would need to get a Desolate Lighthouse to try it. As for Keranos, God of Storms, it seems good against control, but that might be overkill given the counters in the side when the game plan is to combo off early with counter backup, which also works in late game after they tap out once.

ghoul_Legion on Control & Damage

3 weeks ago

I agree with subject Fevered Visions is really nice.

You could even play 2x Thermo-Alchemist instead of 2 x young pyromancer

You might want to update your format to modern as well.

also, Melek, Izzet Paragon is pretty much unplayable in modern.

Keranos, God of Storms might never be a creature, but I don't think it's a problem.

Fun deck!

ecowolf2727 on Temur Midrange

4 weeks ago

I love Huntmaster of the Fells  Flip to death, and I'm just afraid it loses value because of Anger of the Gods, but I'd love to experiment with running 1 or 2, and mid-late game I can Traverse the Ulvenwald for it. I ran some tests with my friend today and I did run into the issue where sometimes my draws just didn't have enough threats, so huntmaster could be a solution. I'm also considering Thragtusk and Keranos, God of Storms in the main, perhaps alongside huntmaster as 1-of tutor targets. Thoughts?

Daedalus19876 on Riku, the Clone Commander

4 weeks ago

Here are some cards that I might immediately cut:

Academy Elite, Aeon Chronicler, Bloodbraid Elf, Bogardan Hellkite, Breaker of Armies, Dragon Mage, Flameblast Dragon, Hamletback Goliath, Hermit of the Natterknolls  Flip, Horizon Chimera, Hypersonic Dragon, Inkwell Leviathan, Jin-Gitaxias, Core Augur, Keranos, God of Storms, Kruphix, God of Horizons, Lorescale Coatl, Magus of the Future, Melek, Izzet Paragon, Memnarch, Mindwrack Liege, Murkfiend Liege, Niv-Mizzet, the Firemind, Nylea, God of the Hunt, Psychosis Crawler, Purphoros, God of the Forge, Quicksilver Gargantuan, Rishkar, Peema Renegade, Scute Mob, Servant of the Conduit, Shipbreaker Kraken, Simic Sky Swallower, Somberwald Stag, Spellbreaker Behemoth, Spellheart Chimera, Surrak Dragonclaw, Talrand, Sky Summoner, Thassa, God of the Sea, Thromok the Insatiable, Tireless Tracker, Verdant Force, Vexing Shusher, Wall of Blossoms, Whisperwood Elemental, Wistful Selkie, Xenagos, God of Revels, Clan Defiance, Crater's Claws, Devastation Tide, Minds Aglow, Mizzix's Mastery, Reforge the Soul, Release the Gremlins, Seismic Stomp, Shamanic Revelation, Sylvan Scrying, Traverse the Ulvenwald, Unexpected Results, Urban Evolution, Volcanic Vision, Wheel of Fate, Arcane Denial, Clip Wings, Counterflux, Counterspell, Cyclonic Rift, Desertion, Disallow, Disdainful Stroke, Evacuation, Heroic Intervention, Insidious Will, Krosan Grip, Naturalize, Negate, Plasm Capture, Sulfurous Blast, Trap Essence, Turn Aside, Unsubstantiate, Visions of Beyond, Void Shatter, Voidslime, and TBH there are simply too many things to cut to list them all because my fingers are getting tired. I'd cut most of your planeswalkers, most of your non-ramp artifacts, and most of your enchantments.

My primary piece of advice here is that 1) You really should choose to prioritize abusing creatures OR spells, not both, because there are simply too few slots, and 2) you want your spells/creatures to do things in multiples. You don't need too much draw here because your mana is tied up doubling splashy spells, but you need a heck of a lot of mana ramp to keep up.

I don't mean to sound curt, sorry :( Hope this was at least a bit helpful! I agree with Lilbrudder that it's simply too many cards to reasonably cut down, and that you should take a little time and find a focus for the deck.

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