Steamclaw

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Steamclaw

Artifact

(3), Tap: Remove target card in a graveyard from the game.

(1), Sacrifice Steamclaw: Remove target card in a graveyard from the game.

ibstudent2200 on

7 years ago
  1. You're pretty light on removal, which can help you set up Tariel's ability. I strongly recommend Attrition, Go for the Throat, Victim of Night, Vandalblast, Malicious Affliction, and Terminate. Doomblade, Orzhov Charm, Terror, Vendetta, Ghastly Demise, and Devour in Shadow are decent, but I like them a lot less.
  2. Tariel works best when you can selectively exile cards from your opponent's graveyard. Cards like Carrion Beetles, Nezumi Graverobber, Steamclaw, and Withered Wretch become much more appealing when you can use them to reduce Tariel's variance.
  3. I think you're probably better off playing some 2-cost mana rocks than the medallions (and Nightscape Familiar). The medallions are better than cards like Mind Stone, Boros Signet, Rakdos Signet, Orzhov Signet, Coldsteel Heart, Fellwar Stone, Talisman of Indulgence, or Star Compass only when you're casting multiple spells of the same color in a single turn cycle. Conversely, the medallions are worse when you don't cast spells of that color in that turn cycle, but you do cast other spells/use abilities during that same time range. There's a reason my Daretti, Scrap Savant deck doesn't run Ruby Medallion, even though it is filled with 2-cost mana rocks.
  4. Pyretic Ritual is worse than a mana rock when your deck isn't trying to combo off (usually with Storm cards). Dark Ritual is a little better in this area, because you can at least gain 2 mana for one turn, but only adding one additional mana to your mana pool is usually not good enough.
  5. Winter Orb is at its best when you have lots of mana rocks. If someone else has a Thran Dynamo or Gilded Lotus, you're probably going to fall behind even though it's your own Orb. Plus, just casting the card tends to paint a massive target on your head (people do not like losing access to most of their lands). If you aren't going to get a major advantage from playing the card, it's better to avoid playing it.
  6. Titan's Strength, Knight of Infamy, and Vampire Nighthawk are all terrible in EDH. Lightning Bolt and Languish are both better cards, but they're not well positioned in a format where the creatures often have 5+ power.
  7. Necrotic Ooze is a very powerful card in the right deck, but your deck only has about 6 creatures with activated abilities, 2 of which grant regeneration. Plus, like Winter Orb, Necrotic Ooze tends to paint a huge target on your head. Yes, you get all activated abilities of creatures in opponents' graveyards, but most creatures in EDH have triggered abilities, not activated ones (ignoring the commanders, which never end up in a graveyard anyways). I've tried running Necrotic Ooze before for value, and it always disappointed me.
  8. Your reanimation spells are kinda mediocre. Dread Return, Reanimate, Animate Dead, and Diabolic Servitude are all solid ways to bring back the dead.