Goreclaw, Terror of Qal Sisma


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Core Set 2019 (M19) Rare

Combos Browse all

Goreclaw, Terror of Qal Sisma

Legendary Creature — Bear

Creature spells you cast with power 4 or greater cost less to cast.

Whenever Goreclaw, Terror of Qal Sisma attacks, each creature you control with power 4 or greater gets +1/+1 and gains trample until end of turn.

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Goreclaw, Terror of Qal Sisma Discussion

Boza on RG Sarkhan's Unsealing

3 weeks ago

I would really recommend Goreclaw, Terror of Qal Sisma to act as a mana dork for the big creatures and give gigantosaurus trample. Additionally, Inferno Hellion is an easy way to trigger the big effect of unsealing for just 4 mana.

Some additional ideas at Unleash the Goreclaw - rotation-proof

andypants040 on They simic rolling

1 month ago

I'm not a big fan of Ghalta, Primal Hunger. If you can play him cheap, you already have 10 power on the board so what more is he going to do for you. If you can't play him cheap, he's a dead card in your hand. I would replace him with Goreclaw, Terror of Qal Sisma. Gorclaw will make your Carnage Tyrant, Ripjaw Raptor and Vine Mare all cheaper and give them trample to help you finish.

DoIStillLoveIt on Gahiji, Lord of Beasts

1 month ago

Cool build, have you considered Goreclaw, Terror of Qal Sisma? Not a beast but quite the friend to beasts. Also Crown of Doom plays well in your theme

JohnnyBoyG on Heartless Monsters Stompy

1 month ago

Having a very low match one winrate against an archetype that's a large portion of the field is a bad idea, especially when games 2 and 3 are "winnable" but not guaranteed. Languish is your only truly strong card vs tribal decks, the rest are more roadblocks than game winners. And even if you give yourself a 60% chance of winning games 2 and 3, your match winrate is still 36% (a little higher because you have a slight chance of winning game one). I don't think a good win rate against the rest of the field can justify that.

Of course, all this is based on the current metagame, and if you believe that midrange will be making a resurgence, then this will soon be a very powerful deck. However, I fear that things are not as good for midrange as you seem to believe. Part of the reason tron is dying is because midrange is played so little.

I don't think you can justify Goreclaw, Terror of Qal Sisma with your high curve. Yes, you do need ramp to play it. However, something like Explosive Vegetation is arguably better. Both cards ramp you for 2, but one can be easily removed and the other can't. (Of course, something like Rampant Growth is probably even better, but that's a less direct comparison).

I think your major misconception is that Goreclaw, Terror of Qal Sisma is ramp and a body. However, it is merely ramp or a body. Unless your opponent has very few creatures on the battlefield, you won't be able to attack with it without them killing it. This is also why the deathtouch-trample interaction is not that relevant-it pretty much only matters when they have the same number of creatures as you and they're low on life-otherwise, you lose your Goreclaw. And there's only a few relevant creatures it is capable of blocking. So it really isn't that much better than Explosive Vegetation.

Of course, you can make tempo swings that you couldn't make with Explosive Vegetation. But in matchups in which such swings matter, turn 5 is far too late.

I don't like either of the maybeboard cards. Myr Superion on turn 4 with goreclaw isn't spectacular. And getting it with Heartless summonings is too inconsistent. Desecration Demon is abysmal on defence commpared to other fatties, so you should not run it.

JohnnyBoyG on Heartless Monsters Stompy

1 month ago

I did a bit of testing with this.

I think you need more early interaction-probably in the form of mainboard fatal pushes. You get run over by aggro way too often. You can't put up a blocker until turn 3, and that's with a good draw. And oftentimes, the opponent has enough creatures to afford attacking into it (or their Champion of the Parish is just as big).

I would cut the Goreclaw, Terror of Qal Sismas. It seems like a good idea, but in practice: - It dies to push and bolt - It's usually irrelevant when Heartless Summoning is in play - The tempo gained by playing to creatures the next turn rarely makes up for the tempo lost by playing it - You can rarely afford to attack with it, and often can't block either - Only actually synergizes with 14 cards, and you need to draw 2 to start to justify it Turn 4/5 is too late to try to swing the tempo back in modern. At that point, slower decks have enough mana to swing back anyway, and faster decks have either lost or are about to win.

Phaetion on A New (Adventurous?) Project

1 month ago

I decided to build decks from the Commander's Quarters, and I had the idea of doing a special RPG-style way when upgrading the decks. So, each time I win or achieve something, I get some points with which I can spend on upgrades.

Right now, I have Goreclaw, Terror of Qal Sisma with Adeliz, the Cinder Wind and Jodah, Archmage Eternal on their way. Yet I do not have a system set up. What would be a good one to use? If one doesn't exist, how would you go about it? Thanks in advance.

seshiro_of_the_orochi on Big Ds

1 month ago

Need some fluff? Goreclaw, Terror of Qal Sisma could give you some fluff.

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