Whenever Kellan attacks, destroy up to one target artifact. If you controlled that permanent, draw a card.
Investigate. You may play an additional land this turn. (Then exile this card. You may cast the creature later from exile.)
Cast Tail the Suspect early to Investigate and ramp an extra land, then deploy Kellan as an evasive flyer with vigilance. Each combat, Kellan blows up an artifact—ideally your own Clue or Treasure—turning it into a card while you attack freely. You grind value with investigate triggers, artifact synergies, and land ramp, eventually pulling ahead on cards and tempo to close with evasive beats or a card-advantage engine.
Evasive vigilant commander that draws a card every attack when you crack your own artifacts
Two-for-one value built in: Adventure gives a body plus investigate and extra land
Excellent in an artifact/Clue token shell where you always have fodder to destroy and draw
Doubles as repeatable artifact removal against equipment, mana rocks, and combo pieces
GU gives premium card draw, counterspells, and ramp to fuel a long game
Only 4 power on a body that doesn't directly threaten lethal damage
The draw clause requires you to control an artifact each combat, so a dry board wastes the trigger
Reliant on Kellan staying alive; no built-in protection
Lacks a strong inherent win condition—can durdle without a finisher
Vulnerable to wide/aggro boards since it offers little defense beyond one blocker
Premier blue blowout to reset opposing boards and let your evasive value plan win.
Lean harder into self-sacrificing artifact tokens—add Academy Manufactor, Lonis, and Treasure/Clue makers—so Kellan draws every single attack. Tighten the mana with fast rocks and dual lands, and add interaction like Cyclonic Rift, Counterspell, and Swords to Plowshares. Finally, install a real closer (an evasive overrun effect, a draw-into-storm payoff, or a recurring threat) so your card advantage actually converts into wins.