Zeneth29
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Commander
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{"ops":[{"insert":" Kellan, the Kid — Adventures in Controlled Chaos\n\n*Commander Bracket 4 | Bant Adventure, Exile Value, Copy Engines & Combo*\n\n Deck Overview\n\nThis deck is built around "},{"insert":{"card-link":"Kellan, the Kid"}},{"insert":" and the ability to turn spells cast from outside your hand into additional permanents without paying their mana costs. Rather than relying on a single linear strategy, the deck combines Adventure synergies, spells from exile, land-based ramp, creature value, permanent-copying engines, and potential combo finishes.\n\nThe objective is to develop resources efficiently, generate repeated value, and eventually overwhelm the table with a powerful board or a decisive combo turn. The deck rewards careful sequencing and creative use of its interactions.\n\n 1. Early Game — Build the Foundation\n\nThe early game is about establishing mana, developing card advantage, and preparing the deck's engines. Cards such as "},{"insert":{"card-link":"Search for Tomorrow"}},{"insert":" ,"},{"insert":{"card-link":"Venture Forth"}},{"insert":" , "},{"insert":{"card-link":"Springbloom Druid"}},{"insert":" , and "},{"insert":{"card-link":"Lotus Cobra"}},{"insert":" help develop resources for the more expensive spells later in the game.\n\nAdventure creatures provide flexibility because their Adventure halves can supply useful effects before the creature half is cast. "},{"insert":{"card-link":"Edgewall Innkeeper"}},{"insert":" and "},{"insert":{"card-link":"Lucky Clover"}},{"insert":" reward this strategy by providing additional value from qualifying Adventure spells.\n\nWhenever possible, establish a reliable mana base before committing to the expensive copy engines. Kellan costs three mana, and protecting access to the commander is important because many of the deck's strongest turns depend on its triggered ability.\n\n2. Midgame — Turn Spells Into Permanents\n\nKellan is the central engine. Whenever you cast a spell from somewhere other than your hand, you may cast a permanent spell from your hand with equal or lesser mana value without paying its mana cost. Alternatively, you may put a land card from your hand onto the battlefield.\n\n"},{"insert":{"card-link":"Future Sight"}},{"insert":" and "},{"insert":{"card-link":"Gaea's Will"}},{"insert":" provide ways to cast spells from alternative zones. Adventure cards, exile-based effects, and other qualifying effects help create opportunities to trigger Kellan repeatedly.\n\n"},{"insert":{"card-link":"Chulane, Teller of Tales"}},{"insert":" and "},{"insert":{"card-link":"Tatyova, Benthic Druid"}},{"insert":" support the resource engine, while "},{"insert":{"card-link":"Lotus Cobra"}},{"insert":" converts landfall into mana. The aim is to develop a board that generates more cards, mana, and permanents than opponents can easily match.\n"},{"insert":{"card-link":"Extravagant Replication"}},{"insert":" \nRemember that Kellan's ability does not trigger merely because a spell is copied. A spell must actually be cast from somewhere other than your hand.\n\n 3. Copy Engines — Multiply the Best Effects\n\n"},{"insert":{"card-link":"Progenitor Mimic"}},{"insert":" , "},{"insert":{"card-link":"Helm of the Host"}},{"insert":" , and are intended to multiply the deck's strongest permanents.\n\n"},{"insert":{"card-link":"Progenitor Mimic"}},{"insert":" can copy a valuable creature and create additional copies over subsequent upkeeps. "},{"insert":{"card-link":"Helm of the Host"}},{"insert":" creates a nonlegendary token copy of the equipped creature at the beginning of combat on your turn. "},{"insert":{"card-link":"Extravagant Replication"}},{"insert":" creates a token copy of a nonland permanent at the beginning of your upkeep.\n\nThe best target depends on the board. Copy mana engines when resources are needed, card-advantage creatures when running low on cards, or powerful threats when preparing to finish the game.\n\nThese cards are expensive, so avoid deploying them without a worthwhile target or a reasonable expectation of surviving long enough to generate value.\n\n4. Combo Package — "},{"insert":{"card-link":"Shrieking Drake"}},{"insert":" \n\n"},{"insert":{"card-link":"Shrieking Drake"}},{"insert":" is a particularly important proposed addition because it can participate in a documented four-card combo with"},{"insert":{"card-link":"Chulane, Teller of Tales"}},{"insert":" ,"},{"insert":{"card-link":"Lotus Cobra"}},{"insert":" , and any bounce land.\n\nThe setup requires "},{"insert":{"card-link":"Chulane, Teller of Tales"}},{"insert":" and "},{"insert":{"card-link":"Lotus Cobra"}},{"insert":" on the battlefield, with "},{"insert":{"card-link":"Shrieking Drake"}},{"insert":" and any bounce land in hand, plus the initial blue mana.\n\nThe loop generates repeated creature-entry and landfall triggers, card draws, and spell casts. However, drawing your entire library is not automatically a win. The deck needs a suitable payoff or a carefully managed finish to convert those triggers into victory without losing to an empty library.\n\n5. "},{"insert":{"card-link":"Planar Bridge"}},{"insert":" and "},{"insert":{"card-link":"Timestream Navigator"}},{"insert":" \n\n"},{"insert":{"card-link":"Planar Bridge"}},{"insert":" is intended to find important permanents directly from the library, including combo pieces or powerful finishers. "},{"insert":{"card-link":"Timestream Navigator"}},{"insert":" can take an extra turn if you have the city's blessing and pay its activation cost.\n\nThese cards form a potential extra-turn package, but they do not independently produce infinite turns. The Navigator normally has summoning sickness when the Bridge puts it onto the battlefield, so an additional way to enable its activation is needed. The package also requires substantial mana and the city's blessing.\n\nTreat this as a developing combo plan until the complete setup is established.\n\n6. Closing the Game\n\nThe deck's primary approach is to accumulate an overwhelming advantage through repeated value, copied permanents, and Kellan's free-permanent triggers. "},{"insert":{"card-link":"Apex Devastator"}},{"insert":" and other large threats provide ways to turn that advantage into pressure, while the copy engines can make a strong board increasingly difficult to contain.\n\nThe goal is to choose the appropriate route for the game: develop a wide board, out-resource opponents, or assemble a supported combo finish. Avoid committing every engine to the battlefield at once if doing so leaves you vulnerable to a board wipe.\n"}]}
Commander
Kellan, the Kid
Flying, lifelink
Whenever you cast a spell from anywhere other than your hand, you may cast a permanent spell with equal or lesser mana value from your hand without paying its mana cost. If you don't, you may put a land card from your hand onto the battlefield.
Whenever you cast a spell from anywhere other than your hand, you may cast a permanent spell with equal or lesser mana value from your hand without paying its mana cost. If you don't, you may put a land card from your hand onto the battlefield.
Legendary Creature - Human Rogue Faerie

Commander
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Copy
Copy
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Counters
Counters
(CTRL to add secondary)
Draw
Apex Devastator
Cascade, cascade, cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Multiple instances of cascade each trigger separately.)
Creature - Hydra Chimera

Bonny Pall, Clearcutter
Reach
When Bonny Pall enters, create Beau, a legendary blue Ox creature token with "Beau's power and toughness are each equal to the number of lands you control."
Whenever you attack, draw a card, then you may put a land card from your hand or graveyard onto the battlefield.
When Bonny Pall enters, create Beau, a legendary blue Ox creature token with "Beau's power and toughness are each equal to the number of lands you control."
Whenever you attack, draw a card, then you may put a land card from your hand or graveyard onto the battlefield.
Legendary Creature - Scout Giant

Cemetery Illuminator
Flying
Whenever this creature enters or attacks, exile a card from a graveyard.
You may look at the top card of your library any time.
Once each turn, you may cast a spell from the top of your library if it shares a card type with a card exiled with this creature.
Whenever this creature enters or attacks, exile a card from a graveyard.
You may look at the top card of your library any time.
Once each turn, you may cast a spell from the top of your library if it shares a card type with a card exiled with this creature.
Creature - Spirit

Ethereal Valkyrie
Flying
Whenever this creature enters or attacks, draw a card, then exile a card from your hand face down. It becomes foretold. Its foretell cost is its mana cost reduced by . (On a later turn, you may cast it for its foretell cost, even if this creature has left the battlefield.)
Whenever this creature enters or attacks, draw a card, then exile a card from your hand face down. It becomes foretold. Its foretell cost is its mana cost reduced by . (On a later turn, you may cast it for its foretell cost, even if this creature has left the battlefield.)
Creature - Angel Spirit

Extraordinary Journey
When this enchantment enters, exile up to X target creatures. For each of those cards, its owner may play it for as long as it remains exiled.
Whenever one or more nontoken creatures enter, if one or more of them entered from exile or was cast from exile, you draw a card. This ability triggers only once each turn.
Whenever one or more nontoken creatures enter, if one or more of them entered from exile or was cast from exile, you draw a card. This ability triggers only once each turn.
Enchantment

The Key to the Vault
Whenever equipped creature deals combat damage to a player, look at that many cards from the top of your library. You may exile a nonland card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.
Equip
Equip
Legendary Artifact - Equipment

Draw
(CTRL to add secondary)
Finisher
Timestream Navigator
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
, , Put this creature on the bottom of its owner's library: Take an extra turn after this one. Activate only if you have the city's blessing.
, , Put this creature on the bottom of its owner's library: Take an extra turn after this one. Activate only if you have the city's blessing.
Creature - Human Wizard Pirate

Finisher
(CTRL to add secondary)
Land
Hidden Cataract
This land enters tapped.
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave

Hidden Courtyard
This land enters tapped.
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave

Hidden Nursery
This land enters tapped.
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave

Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land

Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Windbrisk Heights
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Land

Land
(CTRL to add secondary)
Landfall
Springheart Nantuko
Bestow
Enchanted creature gets +1/+1.
Landfall — Whenever a land you control enters, you may pay if this permanent is attached to a creature you control. If you do, create a token that's a copy of that creature. If you didn't create a token this way, create a 1/1 green Insect creature token.
Enchanted creature gets +1/+1.
Landfall — Whenever a land you control enters, you may pay if this permanent is attached to a creature you control. If you do, create a token that's a copy of that creature. If you didn't create a token this way, create a 1/1 green Insect creature token.
Creature Enchantment - Monk Insect

Landfall
(CTRL to add secondary)
Ramp
Patron of the Moon
Moonfolk offering (You may cast this spell any time you could cast an instant by sacrificing a Moonfolk and paying the difference in mana costs between this and the sacrificed Moonfolk. Mana cost includes color.)
Flying
: Put up to two land cards from your hand onto the battlefield tapped.
Flying
: Put up to two land cards from your hand onto the battlefield tapped.
Legendary Creature - Spirit

Search for Tomorrow
Search your library for a basic land card, put it onto the battlefield, then shuffle.
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery

Ramp
(CTRL to add secondary)
Recursion
Sevinne's Reclamation
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Recursion
(CTRL to add secondary)
Removal
Removal
(CTRL to add secondary)
Theft
Theft
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":" Kellan, the Kid — Adventures in Controlled Chaos\n\n*Commander Bracket 4 | Bant Adventure, Exile Value, Copy Engines & Combo*\n\n Deck Overview\n\nThis deck is built around "},{"insert":{"card-link":"Kellan, the Kid"}},{"insert":" and the ability to turn spells cast from outside your hand into additional permanents without paying their mana costs. Rather than relying on a single linear strategy, the deck combines Adventure synergies, spells from exile, land-based ramp, creature value, permanent-copying engines, and potential combo finishes.\n\nThe objective is to develop resources efficiently, generate repeated value, and eventually overwhelm the table with a powerful board or a decisive combo turn. The deck rewards careful sequencing and creative use of its interactions.\n\n 1. Early Game — Build the Foundation\n\nThe early game is about establishing mana, developing card advantage, and preparing the deck's engines. Cards such as "},{"insert":{"card-link":"Search for Tomorrow"}},{"insert":" ,"},{"insert":{"card-link":"Venture Forth"}},{"insert":" , "},{"insert":{"card-link":"Springbloom Druid"}},{"insert":" , and "},{"insert":{"card-link":"Lotus Cobra"}},{"insert":" help develop resources for the more expensive spells later in the game.\n\nAdventure creatures provide flexibility because their Adventure halves can supply useful effects before the creature half is cast. "},{"insert":{"card-link":"Edgewall Innkeeper"}},{"insert":" and "},{"insert":{"card-link":"Lucky Clover"}},{"insert":" reward this strategy by providing additional value from qualifying Adventure spells.\n\nWhenever possible, establish a reliable mana base before committing to the expensive copy engines. Kellan costs three mana, and protecting access to the commander is important because many of the deck's strongest turns depend on its triggered ability.\n\n2. Midgame — Turn Spells Into Permanents\n\nKellan is the central engine. Whenever you cast a spell from somewhere other than your hand, you may cast a permanent spell from your hand with equal or lesser mana value without paying its mana cost. Alternatively, you may put a land card from your hand onto the battlefield.\n\n"},{"insert":{"card-link":"Future Sight"}},{"insert":" and "},{"insert":{"card-link":"Gaea's Will"}},{"insert":" provide ways to cast spells from alternative zones. Adventure cards, exile-based effects, and other qualifying effects help create opportunities to trigger Kellan repeatedly.\n\n"},{"insert":{"card-link":"Chulane, Teller of Tales"}},{"insert":" and "},{"insert":{"card-link":"Tatyova, Benthic Druid"}},{"insert":" support the resource engine, while "},{"insert":{"card-link":"Lotus Cobra"}},{"insert":" converts landfall into mana. The aim is to develop a board that generates more cards, mana, and permanents than opponents can easily match.\n"},{"insert":{"card-link":"Extravagant Replication"}},{"insert":" \nRemember that Kellan's ability does not trigger merely because a spell is copied. A spell must actually be cast from somewhere other than your hand.\n\n 3. Copy Engines — Multiply the Best Effects\n\n"},{"insert":{"card-link":"Progenitor Mimic"}},{"insert":" , "},{"insert":{"card-link":"Helm of the Host"}},{"insert":" , and are intended to multiply the deck's strongest permanents.\n\n"},{"insert":{"card-link":"Progenitor Mimic"}},{"insert":" can copy a valuable creature and create additional copies over subsequent upkeeps. "},{"insert":{"card-link":"Helm of the Host"}},{"insert":" creates a nonlegendary token copy of the equipped creature at the beginning of combat on your turn. "},{"insert":{"card-link":"Extravagant Replication"}},{"insert":" creates a token copy of a nonland permanent at the beginning of your upkeep.\n\nThe best target depends on the board. Copy mana engines when resources are needed, card-advantage creatures when running low on cards, or powerful threats when preparing to finish the game.\n\nThese cards are expensive, so avoid deploying them without a worthwhile target or a reasonable expectation of surviving long enough to generate value.\n\n4. Combo Package — "},{"insert":{"card-link":"Shrieking Drake"}},{"insert":" \n\n"},{"insert":{"card-link":"Shrieking Drake"}},{"insert":" is a particularly important proposed addition because it can participate in a documented four-card combo with"},{"insert":{"card-link":"Chulane, Teller of Tales"}},{"insert":" ,"},{"insert":{"card-link":"Lotus Cobra"}},{"insert":" , and any bounce land.\n\nThe setup requires "},{"insert":{"card-link":"Chulane, Teller of Tales"}},{"insert":" and "},{"insert":{"card-link":"Lotus Cobra"}},{"insert":" on the battlefield, with "},{"insert":{"card-link":"Shrieking Drake"}},{"insert":" and any bounce land in hand, plus the initial blue mana.\n\nThe loop generates repeated creature-entry and landfall triggers, card draws, and spell casts. However, drawing your entire library is not automatically a win. The deck needs a suitable payoff or a carefully managed finish to convert those triggers into victory without losing to an empty library.\n\n5. "},{"insert":{"card-link":"Planar Bridge"}},{"insert":" and "},{"insert":{"card-link":"Timestream Navigator"}},{"insert":" \n\n"},{"insert":{"card-link":"Planar Bridge"}},{"insert":" is intended to find important permanents directly from the library, including combo pieces or powerful finishers. "},{"insert":{"card-link":"Timestream Navigator"}},{"insert":" can take an extra turn if you have the city's blessing and pay its activation cost.\n\nThese cards form a potential extra-turn package, but they do not independently produce infinite turns. The Navigator normally has summoning sickness when the Bridge puts it onto the battlefield, so an additional way to enable its activation is needed. The package also requires substantial mana and the city's blessing.\n\nTreat this as a developing combo plan until the complete setup is established.\n\n6. Closing the Game\n\nThe deck's primary approach is to accumulate an overwhelming advantage through repeated value, copied permanents, and Kellan's free-permanent triggers. "},{"insert":{"card-link":"Apex Devastator"}},{"insert":" and other large threats provide ways to turn that advantage into pressure, while the copy engines can make a strong board increasingly difficult to contain.\n\nThe goal is to choose the appropriate route for the game: develop a wide board, out-resource opponents, or assemble a supported combo finish. Avoid committing every engine to the battlefield at once if doing so leaves you vulnerable to a board wipe.\n"}]}







































































