Keldon Marauders

Combos Browse all Suggest


Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Keldon Marauders

Creature — Human Warrior

Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

When Keldon Marauders enters the battlefield or leaves the battlefield, it deals 1 damage to target player.

Icbrgr on Favorite mtg art

4 months ago

I never get tired of threads like this... the artwork is one of my favorite things about this game; even when I was a child and had no clue how to play I used to love looking through my older brothers rubber banded together cards and just look at them... Memory Lapse always intrigued me for some reason.

Now as an adult I tend to get drawn into art for 3 main reasons

In recent sets I think my favorite would probably be Chandra, Dressed to Kill... it's my first alternate/borderless art that I've ever picked up and I'm pretty fond of it.

Icbrgr on Your favorite, wait this works! …

4 months ago

Mine was when I was brewing around Spellweaver Helix and Worldfire

The combo wasn't so much hard or difficult to pull off but it was that last point of damage that was puzzling me... Rift Bolt and Keldon Marauders were my discovery for sure fire victory!... bolt goes off of suspend for the win and marauders deal leave the field damage!

DreadKhan on Yugioh in MTG part 2

8 months ago

Not to be rude, but if you lose Trample on Ball Lightning the card goes from 'played nowhere' to 'what's worse than no play??', I'm pretty sure Trample is more important than Haste on it, you could print a RR 6/1 Trample that auto-dies after attacking, must attack and cannot block and it'd see some play, what you seem to be ignoring is that a turn 2 6/1 haste gets blocked by everyone's 1 drop, and without trample all your Burn deck did turn 2 is play a Red Doom Blade vs a 1 drop. If you're on the play, it's even worse, they might have a 2 drop with First Strike to just kill your Attack Force without risk, Thalia, Guardian of Thraben is a pretty popular card in formats where people play Burn, or has been (she's a bit small/slow now).

There are other creatures you can compare it to in Red, and it doesn't compare well, vs pure creatureless control you'd rather have Goblin Guide, it's almost impossible to counter a 1 drop creature for most Control decks, so it gets on board and starts doing damage, and it'll quickly do more than 6 if they can't remove it for some reason. Vs a deck that uses creatures, Burn might want Vexing Devil, this is a 4/3 body (which is exactly as much total stats as a 6/1 btw) for only R, and many people are stuck vs it and just pay the 4 life, meaning WotC very much printed a R spell that deals 4 a lot of the time to players.

At 3 mana, if you wanted a better blocker than a 6/1 Haste for 2 mana, there is Mijae Djinn, which is a 6/3 blocker so it'll actually survive blocking some stuff, and it can technically swing for 3 on average which is fine for RRR if you're playing it mostly as a blocker, it trades with some fairly big drops. As an attacker, there was Ydwen Efreet, which gives you a super-beefy 3/6 attacker that isn't a great blocker, this sees no play either. Red doesn't want blockers, and cards need to be shockingly good to see play in Red Burn lists when stuff like Monastery Swiftspear can swing big turn 2 and 3 to just win the game, and that card costs under $.5 a copy.

Finally, there was also Keldon Marauders, a 2 drop that is a useful blocker the turn it comes out, but it hits for 2 just for coming and going, meaning you're getting a blocker, an attacker, and a shock for 1R, and this card is not a problem in any metas it's legal in, it's rarely played in Budget lists even.

For the record, actual Lightning Bolt is more or less a design mistake, but it's one that was so popular (and printed at common, and people had to pay serious money for that common in lots of cases because they were so popular) they couldn't quite get rid of it. As noted, Red can do more damage than that turn 1 sometimes, so while it's not obsolete they have printed higher ceiling stuff.

zapyourtumor on Vexing Boros

9 months ago

Deck definitely seems a bit outdated with some of the card choices (like Path) which aren't really modern playable anymore. And there are a lot of creatures in boros colors like Ragavan, Nimble Pilferer and Esper Sentinel that you could probably run here too.

But that stuff aside I think the new Nahiri, the Unforgiving could be pretty interesting here as a top end threat (instead of Thundermaw Hellkite). The +1 abilities can get rid of blockers, loot away bad cards, or generate card advantage when hellbent, while the 0 ability is especially strong with Keldon Marauders.

RockIV on mono red burn needs help

9 months ago

there has been some changes on the deck :

added :

Hellspark Elemental x 4 - maybe Keldon Marauders will be better ?

Searing Blood x 4 - not shure about these one , are there better alternatives or its ok ?

Flame Rift x 4 - as replacement of Eidolon of the Great Revel

Shard Volley x 2 - i only add two because it cost lands , and i dont have a lot of them

Skullcrack ended up in sideboard , i always feel that its not that good if your opponent dont gain life.

so, with these changes i have some new questions

is Hellspark Elemental a good card for these deck ? or Keldon Marauders or Vexing Devil would be better. I also was thnking in adding maybe 1 or 2 Grim Lavamancer-

is Searing Blood ok, or are there better cards that i dont know ? i know about Searing Blaze but decided for blood, because i will need to wait for lands for the other one.

Shard Volley i decided for only 2 of them, im shure 4 of them would be to savage for my lands.

Browbeat didnt enter the main

what do you guys think about these changes

ty for the help

zachz on Erinis, Machine-Gun Urchin

1 year ago

Really enjoy the theming on this deck, and how everything builds towards bullets and nonstop rain of fire.

How about more rewards for sacrifices? Not that you need more incentive to spend ammo, but Outpost Siege, Keldon Marauders, and Blood Aspirant benefit you from sacrifices.

Icbrgr on

1 year ago

great idea psionictemplar! I love the suspend idea!.... im not sure but maybe some numper of mana artifacts combined with Goblin Engineer and Greater Gargadon could be neat to weave in here! I did some research into this combo last night and the comment section on Gatherer led me to Keldon Marauders as another option... could be a needed blocker to live another turn or just ping for 1 damage after Worldfire resolves.

fatalzintomyum on Legacy Burn

2 years ago

Nixin72, you scared me when you started to act concerned about a burn deck "burning out quickly" or having to "maintain a board presence", but I see what you mean and I quite agree. Though I hope the burn deck is not trying to play any sort of long game both Monastery Swiftspear and Eidolon of the Great Revel are very powerful tools.

All that I am trying to say, purely mine own opinion on burn, is that sacrifices of raw power and damage for some sort of elusive long-game advantage are rather foolish most of the time. In the case of Monastery Swiftspear in particular however it is such an amazing card, it and eidelon can snap up those Spark Elemental and Keldon Marauders spots.

as for lands, one that you may want to consider is Barbarian Ring . a more freeroll card can never be found, and having such reach can be very good. The same logic sort of applies to Ramunap Ruins , though I would be careful with 5 mana Shock s.

Good luck and a +vote

Load more
Have (0)
Want (1) MarshCasualty