Claws of Valakut

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Duel Decks: Knights vs. Dragons (DDG) Common
Worldwake (WWK) Common

Combos Browse all

Claws of Valakut

Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+0 for each Mountain you control and has first strike.

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Claws of Valakut Discussion

sg_86 on 11.7% OF THE TIME, IT WORKS EVERY TIME.

2 days ago

And then Claws of Valakut to wreck hacoc:)

Pal00ka on Zada's Army

7 months ago

I love Zada. My take on her is more goblin burn synergy than beating face, Zada's Hedron Mirror, you may see something you'll want to add here.

Now, I think you have some good ideas being rendered subpar due to poor card choices. Example, why would you play enchantment auras like Claws of Valakut which can only boost 1 creature when Downhill Charge targeting Zada will boost everyone?

It's all about instant and sorceries targeting a single creature with Zada, take advantage of it!

Go here and see what I mean: https://edhrec.com/commanders/zada-hedron-grinder. It'll give you lots of ideas of how to improve this and most cards are dirt cheap because they more-or-less only work well with Zada.

In general: I never play with less than 36 lands so add 7 more lands, I always have 8-10 ramp cards (spells and/or rocks), add instants that will let you draw lots (there's ~10), find +/+ spells you like, you wouldn't be amiss to add token generating spells, Break Through the Line you target your guys then +/+ them and will still be unblockable, and less cards that cripple you like Barrel Down Sokenzan...

Opifex on Derplings

10 months ago

There is a lot of play off of "goblin" mutual exclusivity, with Boggart Shenanigans for instance I get 1/1 creatures with an extreme form of trample. Trample alone is fine, it plays off Claws of Valakut as well as Lightning Bolt for control with a potential to probe defenses. The tempo is playing up to three creatures by turn two and relying on them dying is more stable than relying on reinforcements from topdecking, it skips 4cmc and is light on 2cmc because my hand can stabilize with two or swarm out, and four can be used to mana dump, pickup equipment, rally with claws, or brace with Shenanigans. Claws also help stabilize outlier scenarios of high land and low cost. I am trying to incorporate a sideboard not so much change the main board. Preferably splash black for hatebears. And something for death trigger dampers like Kalitas, Traitor of Ghet

aholder7 on Derplings

10 months ago

so i'll try and go card by card.

Goblin Gaveleer is bad if you only have 1 equipment. so you should either put more equipment in or take him out. since goblins are good because they are cheap and replaceable, you probably don't want to spend more a lot of mana on trying to pump them up with lots of equipment.

Mudbutton Torchrunner: a 1/1 for 3 that casts Lightning Bolt when it dies. Lightning Bolt is a 1 drop. so if you subtract that from this card, you are essentially paying 2 mana for a vanilla 1/1. which is very bad value. you'll want to switch this out sooner rather than later.

Siege-Gang Commander: this is actually a really good card. but it's a 5 drop. however if you removed it, your entire curve drops. goblins specialize in being cheap and fast. the cheaper your cards, the less land you need to play. the less lands you play, the more goblins you can play.

Spikeshot Elder: this follows the same logic as Goblin Gaveleer. you dont have that many ways to pump them and your don't really want more.

Voracious Dragon: this seems like a great card, but its actually a trap. it's like the commander. it's a decent high drop but you don't really want a high drop. this card wants you to flood the board with goblins, but if youre doing that cards like Trumpet Blast will do better because it will end up doing the same effect (two extra damage per goblin), for less mana.

Boggart Shenanigans: 3 mana for a slow card. Impact Tremors will have the same effect (they had to enter in order to leave), but its cheaper to cast. i wouldn't use tremors either though.

Claws of Valakut: pumps up just their attack but provides no way of actually getting the damage through. a simple 1/1 will block whatever this is attached to. also Doom Blade targeting your creature is a 2 for 1.

Bonesplitter: is a better version of claws because its still there after the equiped creature dies but it's still not that great.

Mountain: good card.

dahhahm on Budget Casual Dragons for Beginners

1 year ago

I'm not sure how she'll like changes to dragonstorm, I appreciate the deck as is, it's pretty good for a tutorial deck.

If she wants more big dragons and less Dragon Hatchlings and If you're in a purely casual setting with all cards being ok, you can make a pretty good mono-red dragon storm with both rituals, Manamorphose, Ruby Medallion, Burning Wish and 4 Bogardan Hellkites.

But you know, I can't say Dragon Hatchling and Claws of Valakut aren't bad either heheh. Definately won me a few games when I started.

revaschorus on Koth of the Koth of the Koth

1 year ago

I like the deck. it's pretty cool and seems to work well but if I may make a recommendation, you don't need Blood Moon you have 8 non-basic lands and 4 of them count as mountains and the others get you more mountains. I'd recommend using something like Claws of Valakut or Granite Grip instead as the fit your theme of using land to power up cards.

DaringApprentice on (╯⌐▀͡ ̯ʖ▀)╯︵ ┻━┻

1 year ago

Nice deck, always good to see mono-red in commander!

Here are some suggestions, if you are interested:

Skirk Alarmist can unmorph Akroma cheaply, but you'll need to sacrifice Akroma after the end of the turn.

Mana ramp: Myriad Landscape, Seething Song, Geosurge, and Treasonous Ogre.

If you change all Mountains into Snow-Covered Mountains, then add Glacial Crevasses, you've got a pretty powerful fog machine.

Cards that benefit from running Mountains: Goblin Charbelcher, Awaken the Ancient, Genju of the Spires, Spawn of Thraxes, Ben-Ben, Akki Hermit, and Claws of Valakut.

Haste granters: Swiftfoot Boots and Hammer of Purphoros.

Double Strike granters: Berserkers' Onslaught.

YourZombieFriend on ManaRamp R/G Dragons

1 year ago

If you make Dragonlord Atarka your commander and slap in some more lands and creatures this would be a decent start to a commander deck. lol

You really need to cut down on cards and get more sets of things like Sylvan Ranger and Harrow so you can have more consistent ramping.

Greenweaver Druid is pretty slow to get out, Llanowar Elves or Birds of Paradise are much better. The more of each, the merrier too.Cultivate and Khalni Heart Expedition are nice, the latter works really well with the former and Harrow.

More burn cards would be good, like: Shock, Red Sun's Zenith, Fireball, or Devil's PlayBurn cards with X are seriously great in a ramp deck. They'll give you more flexibility to destroy creatures you can't in battle and let you win with direct damage.

I'd pull out Fire-Belly Changeling, Chandra's Outrage, Giant Growth, Reverberate, Claws of Valakut, Savage Punch, and Spitting Earth just because they don't seem to mesh well with what you're going for. They just kind of seem jammed in there.

Punishing Fire you might want to sideboard, it's basically just a more expensive Shock unless you play against a life gain deck.

Dragon Fodder and Mudbutton Torchrunner won't be a huge help because you only actually have two, maybe three, cards that take advantage of them. One of which, Skirk Prospector, doesn't have a lot to do because your other goblins do useful things that you want them on the field for doing.

Abundant Growth and Prophetic Prism could probably come out because you're only running two colors and you're already fetching whatever color lands you need. Try the deck without them and see.

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