Who wants to have some fun with Magic's only race of hilariously berserk human warriors? Searing Blast R Instant Kicker: Sacrifice two mountains Searing blast deals 1 damage to target creature or player. If you paid the kicker cost, Searing Blast instead deals 4 damage to target creature or player and cannot be countered. "Now, DIE this time." Smoldering Earth 1RRR Enchantment Whenever a creature without Haste attacks, destroy that creature. Only the swift can cross this land. Keldon Doyen 2RRR Creature - Human First Strike, Haste. When Keldon Doyen comes into play, put a +1/+1 counter on Keldon Doyen for each Human in play. 3/2 Krieg, Keldon Grand Doyen RRRRR Creature - Human Legend First Strike, Trample, Haste, Protection from White, Protection from Blue. Prevent all combat damage that would be dealt to Krieg. Krieg has power and toughness each equal to target opponents's life total. */* "KELD!" - Battle cry of Krieg, Emperor of Keld Keldon Grunt RR Creature - Human First Strike, Haste 2/1 Best way to deal with them is to just step aside. Keldon Scout R Creature - Human Sacrfice Keldon Scout: destroy target tapped basic land. 1/1 Scouting for a Keldon has nothing to do with information. Crimson Guard 1RRR Creature - Human Protection from White. Damage dealt by Crimson Guard is considered colorless damage. Crimson Guard can block creatures with Protection from Red. 3/3 Nothing withstands the furious slashes of their blades Keldon Pillagers 1RR Creature - Human XRRR: Gain control of target artifact with casting cost X or less. 2/2 "Dibs!" Seething Anger RR Enchant Creature Enchanted creature gets +10/+10 and First Strike. If at any time opponent controls no white creatures, sacrifice Seething Anger. Keldons are like bulls in that they react to seeing red, such as the spilled blood of a Jamuraan foe.