Crater's Claws


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Khans of Tarkir (KTK) Rare

Combos Browse all

Crater's Claws


Crater's Claws deals X damage to target creature or player.

Ferocious — Crater's Claws deals X damage plus 2 to that creature or player instead if you control a creature with power 4 or greater.

Crater's Claws Discussion

Skinken on Tough Decisions (MODERN)

2 months ago

The Crater's Claws synergy is really cool actually. It let's you play Vexing Devil almost as a ritual to deal one extra damage for the same mana. I still think it's meh, but I have to agree it's pretty spicy ;)

Barito on Tough Decisions (MODERN)

2 months ago

Skinken thanks so much for the suggestions! I changed up my sideboard for Smash to Smithereens . My idea behind Vexing Devil is that if they do not take the 4 damage and hold out a removal spell, then it is better used on the devil than on the Avaricious Dragon . It is a 1 for 1 trade but they also usually use up an extra mana in the removal process. Lastly it has synergy with Crater's Claws . I’ve not yet played the deck enough to know how things usually go, so I’ll be keeping your suggestions in mind for what to swap them out for if it doesn’t go as planned!

TypicalTimmy on The Trickster

4 months ago

I feel like it's actually under powered for four specific colors of mana. True it is only two colors, but the casting requires specifically two of each. I think you can lower it to just and it will be fine.

I could see it printed as a Legendary Creature among the 99, rather than the +1 in a Commander set, similarly to how Brudiclad, Telchor Engineer was.

I would be a little concerned though with the increasing commander tax. Obviously, first and foremost his most applicable use is to copy spells. Copying something like a Time Walk , Savor the Moment , Time Warp , or Capture of Jingzhou will be his most powerful asset. Next, I would assume it would most likely be red-based explosive spells. Rolling Thunder , Crater's Claws , Blaze , Banefire - that kind of thing.

Alongside an Izzet deck that can produce Treasure tokens would make it just insane, especially running Saheeli, the Gifted .

I don't think he's broken, per se, but I have concerns with just how much utility you can get out of him after his 3rd casting :/

skroes on Riku of Two Fireballs

6 months ago

So, I'm not sure I'll change your mind, but I'll explain why I prefer the cards over Foresee and let you judge beyond that however you feel most comfortable. Foresee , by rule, does let you theoretically see 6 cards, but thats probably the worst case scenario for that card since that means your scry 4 is putting everything on the bottom and you are drawing blind.

Cards like Fact or Fiction and Steam Augury allow you to do 2 things. 1) you get to leave your mana up for any other instants or interactions that you can have when it is not your turn. 2) It puts you 5 cards deep into your deck at instant speed, so after resolution (in theory) you have full access to whatever pile you choose on your turn. These cards are also excellent politics cards if there is a scenario in multiplayer that everyone is way behind one player and you need to dig for an answer, you can talk your way into more favorable piles. Lastly, I understand players have the fear of not being in control of your cards, but quite a few spell slinger decks utilize their graveyards aswell as their hand for redundant value, so even though you get a 2 or 3 card split, those other cards can always be reclaimed with other effects and playing green, you have several ways to buy back cards.

Manifold Insights is a card that I like solely because it boils down to pay 3 mana, get 3 non-land cards. It is excellent in mid to late games because more often than not the worst thing you get is ramp, which in itself is pretty good.

One thing I did not mention is you probably want to add Fall of the Titans to replace one of your fireballs. Personally I don't much care for Crater's Claws . In a vacuum, its just a much better card whether you have 12 mana to do 14 damage to one target or you cast a 2 drop, have 10 mana at instant speed to 2 targets seems much stronger.

Finally, I did see the changes and do like the adds. I am a little skeptical of cutting Regrowth as that is a very strong card and is better, in my opinion, than something like Serum Visions or Ponder . Those two are great cards, but Regrowth effects in commander are much stronger than 1 mana, draw 1. Especially in the late game.

NKlim on Sarkhan’s Unsealing

6 months ago

I see a lot of fun potential in this deck. I think you should definitely run Simian Spirit Guide as the additional mana means you may be able to drop Sarkhan's Unsealing early. This is important as the mana cost f your other creatures means that by turn 4-5 with Simians you may be able to drop 2 creatures and hit the opponent for 8+ damage. I would also put Bloodthorn Taunter in the deck, as having haste on Inferno Hellion and Cosmic Larva has the potential to do a lot of damage in one turn. I may include Leyline of Punishment and possibly Insult / Injury instead of Crater's Claws in the sideboard Is there a specific reason you use Fling over Thud ? Thud is at sorcery speed but very few of your creatures live to your next turn so you may as well drop them and attack then thud for double damage.

I hope I didn't rip your deck to shred... btw I love the idea of the deck

dbpunk on Ravnica Allegiance: Spoilers and Speculation

8 months ago

Honestly Pestilant Spirit gives me hope for a red creature with "Instant and sorcery spells you control have trample" or something similar.

Just imagine: Casting a Banefire or a Crater's Claws at a Llanowar Elves and dealing extra damage.

bicebice on Mana on steroids part two

10 months ago

Oops, i forgot Cryptolith Rite, which is a super strong card. Also, you should add Banefire or Crater's Claws as your secondary win condition. Since this is a infinite mana deck, I would personally choose Banefire, so that the damage is unpreventable and uncounterable. A upside to Crater's Claws is that it's more budget, being <$0.5, while Banefire is $5. Although I suggested Crater's Claws, I would most definitely go with Banefire if you can.

Xica on Zombie Hollow One

1 year ago


I was just searching for Hollow One decks with some new thech when i founnd this gem. I really like the idea of Nim Devourer, but it needs some more support. I mean that it needs creatures you can play early that you are happy to sacrifice to reanimate it. In my humble opinion a single playset of 1 mana creatures (Flameblade Adept in this case) is not enough, to RELIABLY enable the card.

(I run a somewhat similar effect - that also requires saccing creatures, Infernal Plunge - in my list, and to have it reliably working i have 10x 1 mana creatures)

Tombstalker is a tad bit slow for the strategy.

People play Gurmag Angler, as it can be casted pretty reliably with this deck on turn 2, since Burning Inquiry + a fetch land enables, it and the same is tru about Faithless Looting + 2x fetch lands. Tombstalker is a lot slower, and a LOT more demanding on mana base. I would probably run the deck with a 3 anglers & 3 nims, or something similar.

If you reliably have ferocious (4+ power creature on the board), you may wanna consider Crater's Claws.

+1 for the great idea!

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