As long as your devotion to blue and red is less than seven, Keranos isn't a creature.
Reveal the first card you draw on each of your turns. Whenever you reveal a land card this way, draw a card. Whenever you reveal a nonland card this way, Keranos deals 3 damage to any target.
Keranos sits in the command zone as an indestructible card-advantage engine, turning your first draw each turn into either an extra card or 3 free damage to a creature, planeswalker, or face. You play a low-curve Izzet control shell, surviving early with removal and counters while Keranos grinds incremental value, then close with spells and reach. He rarely attacks himself—the devotion-7 clause means he's usually just an enchantment.
Free recurring card advantage and direct damage from the command zone that can't be answered by creature removal
Indestructible and non-creature most of the time, dodging board wipes and targeted removal
Excellent grindy inevitability in long control games
Pings down small creatures, mana dorks, and chips away at planeswalkers/players every turn
Only triggers off the FIRST draw each turn, so extra card draw doesn't multiply his triggers
Slow clock—3 damage a turn won't close games quickly on its own
Two-color identity limits ramp and removal versus three-color rivals
Vulnerable to enchantment removal and graveyard/exile of the commander to deny recasting
Top-deck dependent value can whiff or hand opponents information
Cheap interaction protects your value engine and keeps the game grindy in your favor.
Lean harder into a fast mana base (Mana Crypt, Sol Ring, signets, fast lands) and premium interaction (Mana Drain, Force of Will, Swan Song) so you control the early game while Keranos grinds. Add a deterministic combo finish—such as Dramatic Scepter with Isochron Scepter, or Underworld Breach with Lion's Eye Diamond—so you aren't relying solely on 3-damage increments. Tune the deck flatter with cantrips and top-deck manipulation (Top, Brainstorm, Ponder) to maximize Keranos triggers and consistency.