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  3. Kellan, Daring Traveler // Journey On

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Kellan, Daring Traveler // Journey On

Kellan, Daring Traveler // Journey On

Legendary Creature — Human Faerie Scout // Sorcery — Adventure

Kellan wants a deck that makes an army of small creatures and attacks with all of them. It also works in a deck built around Faeries, Humans or Library Manipulation.

  • Mana cost1 genericwhite
  • White, Green ()
  • Power / toughness2 / 3
  • RarityRare

Whenever Kellan attacks, reveal the top card of your library. If it's a creature card with mana value 3 or less, put it into your hand. Otherwise, you may put it into your graveyard.

//

Create X Map tokens, where X is one plus the number of opponents who control an artifact. (Then exile this card. You may cast the creature later from exile.)

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Archetypes

Cards That Fit Kellan, Daring Traveler

Picked for what they do in Kellan's deck. When two cards do the same job, the one with the lower comes first. All of them fit Kellan's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

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The 6 Cards

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The 6 Cards

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The 6 Cards

Rulings for Kellan, Daring Traveler

explain how Kellan works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 10 Nov 2023

An adventurer card is a permanent card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Kellan, Daring Traveler is a white creature card whose mana value is 2. While there, it can't be the target of a spell or ability that targets only instant or sorcery cards.

Wizards of the Coast 10 Nov 2023

Casting a card as an Adventure isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.

Wizards of the Coast 10 Nov 2023

If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may cast it as a permanent spell. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to cast it as a permanent later.

Wizards of the Coast 10 Nov 2023

If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to cast it as a permanent spell.

Wizards of the Coast 10 Nov 2023

If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to cast the copy as a permanent.

Wizards of the Coast 10 Nov 2023

If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.

Wizards of the Coast 10 Nov 2023

If an effect refers to a card, spell, or permanent that has an Adventure, it won't find an instant or sorcery spell on the stack that's been cast as an Adventure.

Wizards of the Coast 10 Nov 2023

If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure.

Wizards of the Coast 10 Nov 2023

If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell. For example, if you control Johann, Apprentice Sorcerer ("Once each turn, you may cast an instant or sorcery spell from the top of your library") and Kellan, Daring Traveler is on top of your library, you can cast Journey On, but not Kellan, Daring Traveler.

Wizards of the Coast 10 Nov 2023

If you don't put the card you reveal due to Kellan's triggered ability into your hand and you choose not to put it into your graveyard, it stays on top of your library.

Wizards of the Coast 10 Nov 2023

Journey On counts the number of opponents who control at least one artifact, not the number of artifacts opponents control.

Wizards of the Coast 10 Nov 2023

Map tokens are a kind of predefined token. Each one is a colorless artifact with the artifact subtype Map and the ability "{1}, {T}, Sacrifice this artifact: Target creature you control explores. Activate only as a sorcery."

Wizards of the Coast 10 Nov 2023

Some cards in other sets refer to a card, spell, or permanent that "has an Adventure." This refers to a card, spell, or permanent that has an adventurer card's set of alternative characteristics, even if they're not being used and even if that card was never cast as an Adventure.

Wizards of the Coast 10 Nov 2023

When casting a spell as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.

Wizards of the Coast 10 Nov 2023

You must still follow any timing restrictions and permissions for the permanent spell you cast from exile. Normally, you'll be able to cast it only during your main phase while the stack is empty.

15 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Kellan, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryWGPlayers write colors as letters: W for white, G for green.TokensToken decks fill the battlefield with small creatures made by their cards, then attack with all of them or make them all bigger at once. A token is a creature (or other object) that a card creates, not a card from your deck.Open the Tokens pageToken EngineMakes tokens again and again rather than once. A token is a creature or other permanent created by a card, with no card of its own. Something that makes one token gives you a body; something that makes them every turn gives you a board you can keep rebuilding after it is cleared. Grave Titan, Bitterblossom, OphiomancerOpen the Token Engine pageToken MakerCreates one or more tokens. Different cards make very different ones: creatures Grave Titan, Treasures Smothering Tithe, Clues Tireless Tracker or Food Gilded Goose. This is one of our largest tags, so pair it with an archetype or theme when you are hunting a specific kind.Open the Token Maker pageLibrary ManipulationCards that let you look at, rearrange or play from the top of your deck, so you control what you draw next.Open the Library Manipulation pageCard SelectionImproves what you draw rather than how much: you look at the top few cards of your library and decide what stays on top. Ponder lets you rearrange the top three, Serum Visions lets you scry, and Consider lets you surveil. It makes your draws more reliable without giving you extra cards.Open the Card Selection pageDrawDraws you extra cards. More cards means more choices every turn, and in a 100-card deck it is the main way to find the pieces you need. Rhystic Study, SkullclampOpen the Draw pageMap TokensCards that explore or make Map tokens. Exploring reveals your top card: a land goes to your hand, and anything else gives the exploring creature a +1/+1 counter.Open the Map Tokens page