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Kellan, the Fae-Blooded // Birthright Boon

Kellan, the Fae-Blooded // Birthright Boon

Legendary Creature — Human Faerie // Sorcery — Adventure

Kellan wants a deck that arms its creatures with weapons and armor. It also suits a deck that piles armor and magic onto one creature and attacks with it.

  • Mana cost2 genericred
  • White, Red ()
  • Power / toughness2 / 2
  • RarityMythic

Double strike

Other creatures you control get +1/+0 for each Aura and Equipment attached to Kellan.

//

Search your library for an Aura or Equipment card, reveal it, put it into your hand, then shuffle.

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Cards That Fit Kellan, the Fae-Blooded

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

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The 6 Cards

Rulings for Kellan, the Fae-Blooded

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 1 Sep 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, Questing Druid is a green creature card whose mana value is 2. It can't be the target of Tenacious Tomeseeker's triggered ability ("return target instant or sorcery card from your graveyard to your hand").

Wizards of the Coast 1 Sep 2023

An effect may 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 1 Sep 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 1 Sep 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 1 Sep 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 1 Sep 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 1 Sep 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 1 Sep 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 1 Sep 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 1 Sep 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 Questing Druid is on top of your library, you can cast Seek the Beast, but not Questing Druid.

Wizards of the Coast 1 Sep 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 1 Sep 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.

12 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 glossaryWRPlayers write colors as letters: W for white, R for red.EquipmentEquipment decks attach artifacts called Equipment to their creatures to make them bigger and harder to stop. You pay a cost to equip each one, and it stays on the battlefield when the creature dies, ready to move to the next.Open the Equipment pageEquipment TutorSearches your library for an Equipment card. Stoneforge Mystic, Steelshaper's Gift, Open the ArmoryOpen the Equipment Tutor pageEquipment PayoffRewards you for casting or attaching Equipment: drawing cards, attaching for free, or attaching at instant speed. Puresteel Paladin, Sigarda's AidOpen the Equipment Payoff pageVoltron SupportHelps you stack Auras and Equipment onto a single creature: cheaper attaching, protection, or extra ways to suit it up. Hammer of Nazahn, Sigarda's AidOpen the Voltron Support pageVoltronVoltron decks load one creature, usually the commander, with Equipment and Auras until it can win by attacking on its own. In Commander, a player dealt 21 or more combat damage by the same commander over the game loses, so one huge commander can knock a player out.Open the Voltron pageVoltron CommanderA legendary creature that can carry the whole game plan by itself. It protects itself, grows with what is attached to it, or rewards attacking alone. The deck piles Auras and Equipment onto it and wins with commander damage, since 21 or more combat damage from one commander knocks a player out. Named for the toy robot built from smaller pieces. Zurgo Helmsmasher, Uril, the Miststalker, Sigarda, Host of HeronsOpen the Voltron Commander pageAura/EnchantressEnchantress decks fill the battlefield with enchantments and use cards that draw you an extra card every time you cast one. An Aura is an enchantment that attaches to something, usually a creature, and changes it.Open the Aura/Enchantress pageEnchantment TutorSearches your library for an enchantment card (or an Aura, an enchantment that attaches to something). Compare the broader Tutor tags, which say how wide a search is rather than what it finds. Zur the Enchanter, Enlightened Tutor, Idyllic TutorOpen the Enchantment Tutor pageTutor - NarrowFinds a specific class of card: a subtype, a named card, an Equipment, or one capped by mana value. Steelshaper's Gift, Captain Sisay, Green Sun's Zenith.Open the Tutor - Narrow pageStat ScalingA creature whose power and toughness count something, so it grows as the game goes on. It might count lands you control or cards in your graveyard. Craterhoof Behemoth, Psychosis CrawlerOpen the Stat Scaling pageGame ChangerCards that warp the game disproportionately around themselves, requiring immediate answers.What the brackets meanTutorSearches your deck for a specific card. Because a Commander deck may only contain one copy of each card, a tutor is how you reliably find the exact one you need. See the Tutor tier tags for how broad each search is. Demonic TutorOpen the Tutor pageTutors / ToolboxCards that search your deck for another card, each one called a tutor, so you can find the exact answer you need.Open the Tutors / Toolbox page