Kjeldoran Outpost

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Vintage Masters Rare
Masters Edition II Rare
Alliances Rare
Magic Online Promo Cards Rare

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Tokens

Kjeldoran Outpost

Land

If Kjeldoran Outpost would enter the battlefield, sacrifice a Plains instead. If you do, put Kjeldoran Outpost onto the battlefield. If you don't, put it into its owner's graveyard.

T: Add White to your mana pool.

1W, T: Put a 1/1 white Soldier creature token onto the battlefield.

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Kjeldoran Outpost Discussion

KongMing on Minimal School of ErTaiChi at Water's Edge

3 weeks ago

Heya. I've had an Ertai deck for a while, and there are a lot of neat tricks you can use with him to get the most out of counterspells and board lock.

Cards like Freed from the Real, Unbender Tine, Tideforce Elemental, and Crab Umbra can slow opponents down to a crawl ("Sometimes I'm not sure we're even moving that fast," says my wife.)

Bloodghast is great recursion fodder to fuel Ertai's ability. Kjeldoran Outpost can do much the same thing. If you get some more sources of Soldiers, Knight-Captain of Eos can help stall the game out while you wait for your answer. The combination of Ertai, Kjeldoran Outpost, Unbender Tine, and Knight Captain of Eos can buy you at least 3 or 4 turns, all while counterspelling troublesome opponents.

I really recommend Ghostly Prison and Propaganda in order to keep opponents at bay and have an enchantment to autocannibalize if things go south.

Rhystic Study is another enchantment that either slows down opponents or accelerates your draw. Either way, you benefit. Speaking of super trolly enchantments, Telepathy has amazing synergy with Ertai. After all, the only thing better than having a counterspell on legs is knowing exactly where and what all the threats are. Awfully hard for opponents to play mind games with you when you can see their hand.

Grand Arbiter Augustin IV can also really put a damper on opponents, and reduces Ertai's casting cost by 2! Not bad at all.

One final recommendation is Sphinx of the Steel Wind. That card has saved my bacon countless times, I consider it the Esper Baneslayer.

Good luck VietMoneys! Let me know how you like Ertai as your commander.

KongMing on Ertai Enchants Control

3 weeks ago

Heya. I've had an Ertai deck for a while, and there are a lot of neat tricks you can use with him to get the most out of counterspells and board lock.

Cards like Freed from the Real, Unbender Tine, Tideforce Elemental, and Crab Umbra can slow opponents down to a crawl ("Sometimes I'm not sure we're even moving that fast," says my wife.)

Reassembling Skeleton and Bloodghast are great recursion fodder to fuel Ertai's ability. Kjeldoran Outpost can do much the same thing. If you get some more sources of Soldiers, Knight-Captain of Eos can help stall the game out while you wait for your answer. The combination of Ertai, Kjeldoran Outpost, Unbender Tine, and Knight Captain of Eos can buy you at least 3 or 4 turns, all while counterspelling troublesome opponents.

You already have a Ghostly Prison; I would recommend packing a Propaganda alongside it.

Rhystic Study is another enchantment that either slows down opponents or accelerates your draw. Either way, you benefit. Speaking of super trolly enchantments, Telepathy has amazing synergy with Ertai. After all, the only thing better than having a counterspell on legs is knowing exactly where and what all the threats are. Awfully hard for opponents to play mind games with you when you can see their hand.

Grand Arbiter Augustin IV can also really put a damper on opponents, and reduces Ertai's casting cost by 2! Not bad at all.

One final recommendation is Sphinx of the Steel Wind. That card has saved my bacon countless times, I consider it the Esper Baneslayer.

Good luck bowdika! Let me know how you like Ertai as your commander.

Spook9MM on In Honor of Those Who Serve

1 month ago

Since you listed this as casual, you could throw in some older cards from Coldsnap, Darien, King of Kjeldor and Jotun Grunt. King Darien will just boost your tokens if you should happen to take damage. Adding a Coat of Arms will play nicely with all the tokens you should be generating. Maybe a Daru Encampment and/or Kjeldoran Outpost in place of a plains or two. Just a few thoughts.Thumbs up from this veteran, btw !!

MegaMatt13 on Sram: Eggy-Weggs.. I think I'll smash em!

1 month ago

Really like your take on Sram... Different than mine and giving me some ideas :)

Do you find that Sram gets hated out frequently? Just wondering if you've thought of backup ways to win. I find Blinkmoth Nexus, Mishra's Factory, and Kjeldoran Outpost very helpful, especially after a boardwipe.

I know you're more equipment focused, but I recommend Cultivator's Caravan and Smuggler's Copter as 2 great vehicles. The Caravan could replace one of your mana rocks. It will give you an extra card off of casting it. The copter is great for early game looting to cycle to key equipment or late game as another way to smash.

SaberTech on Ertai likes Birds

2 months ago

Ok, so looking at your list there are two aspects that jump out at me as being possible issues with how the deck plays:

1) A restricted pool of efficient mana ramp options in combination with a bunch of the really cool spells being 5+ mana to cast. This is a general issue with playing esper colours unless you have access to money cards like Mana Vault, Mana Crypt, Mox Diamond, etc. You are already running a number of the cheaper options, but it might also be worth looking at Coalition Relic. It's pushing your card price limit, but the mana ramp and fixing that it offers is great, especially since you are running a few cards that cost three of a particular colour of mana. Some other ramp options are the myr creatures like Silver Myr. They are vulnerable to creature removal, but they can also be sac-fodder to Ertai if you draw them when you don't need them.

You can also look at trimming down your mana curve a bit so that you're not as reliant on mana ramp to be active early in the game. Your morph creatures don't have synergy with other parts of your deck, which means that with Voidmage Apprentice you are investing 7 mana to counter a spell. Sure, after it flips you can sac it, but that means an additional mana and getting Ertai on the board just for the payoff of countering two spells. I think that there are better ways to invest your mana.

Other cards to consider cutting are Lost Auramancers (likely to be killed before losing all its counters), Planar Bridge (again, likely to be destroyed before you can use it), and Ethersworn Adjudicator (I've tried it, and it either dies quick or demands too much mana to use when you have other cards you want to cast). Docent of Perfection  Flip is neat, but its ability being spell reliant can be an issue, so how about Bloodline Keeper  Flip instead?

You have also opted for a selection of expensive to cast counterspells, which would probably be more effective if you found cheaper alternatives instead. Ertai should be carrying a lot of the counter power, so other counterspells in the deck should be aimed at either helping to protect him or helping to make sure your big spells to slip past enemy counterspells. Either way, it's better if they are cheaper. Speaking of Ertai...

2) Ertai could use a bit more support for him to make him more effective. Thousand-Year Elixir is a good option, and gets better the more creature you have that tap to do something. Lightning Greaves is a must have for the protection and ability speed that it offers. And a monetarily expensive option, but useful, is Spellskite. It can draw away spot removal or be sacrificed to counter a wrath.

Regarding sac fodder, Bloodghast is a great option that helps offer redundancy alongside Reassembling Skeleton. Bitterblossom is an option, but you could prioritize getting Kjeldoran Outpost and/or Moorland Haunt since they cost less money and are searchable with Weathered Wayfarer. To go along with the additional token generation, Skullclamp gives you a card drawing engine.

Sorry that this comment has become so long. I'll leave it at that for now. There are a few other ideas I could offer, but it would be better to wait until you decide which way you would like to go with the deck. Anyway, I hope I've given you a few ideas to work with.

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