Goreclaw, Terror of Qal Sisma

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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Set Rarity
Core Set 2019 (M19) Rare

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Legality

Format Legality
Vintage Legal
Commander / EDH Legal
Tiny Leaders Legal
Highlander Legal
Limited Legal
Leviathan Legal
1v1 Commander Legal
Oathbreaker Legal
Modern Legal
Historic Legal
Block Constructed Legal
Canadian Highlander Legal
Duel Commander Legal
Casual Legal
Arena Legal
Unformat Legal
Pioneer Legal
2019-10-04 Legal
Legacy Legal

Goreclaw, Terror of Qal Sisma Discussion

seshiro_of_the_orochi on Best Stompy Commander?

3 days ago

Ok, I guess I'm biased, but Goreclaw, Terror of Qal Sisma is one hell of a fluffy mana rock.

You might also want to consider Zilortha, Strength Incarnate. Good'ol Godzilla is a very unusual and very interesting commander. If you're interested, there's a deck in my commander folder.

Narrash on Storming Legends - The Ur-Dragon

3 days ago

Pestie89 depends, the latest major update as mentioned above is from July 27th. I'm not surprised for Kaalia, tho personally I'm not a fan of the card and won't run it. I strongly dislike Dragonlord's Servant and Dragonspeaker Shaman. They're not bad cards but they're far less efficient than straightforward ramp. First of all it's a discount on a body, which I don't run except for Goreclaw, Terror of Qal Sisma, because obviously it's susceptible for removal, and the colorless mana cost really is not a problem. Plus, The Ur-Dragon's discount with colorless is sufficient enough, you don't want to risk having too much of these cards while you'd never have enough lands. I'd rather run a 2 and 3CMC ramp spell instead because lands are less susceptible to removal and you're colour fixing which is extremely important.

Jerakin on Xenagos' Dudes goes Face

1 month ago

Thanks again! Awesome that you take the time out of your day to really give such an insightful comment.

I have been working on the deck after I posted it and even upgraded it a bit between your comment and me posting the deck, two of them are even cards you recommended! Bonders' Enclave and Gruul Signet. I also added Rogue's Passage to maybe sneak an attacker in.

I did actually buy quite a few cards a few days ago that just arrived and some of them are also cards you mentioned :D

The ones you mentioned that I added are Siege Behemoth, Rishkar's Expertise, Rancor, Lifecrafter's Bestiary and Greater Good!

I also added these ones, maybe you have some comments about them?

  1. God-Eternal Rhonas, it looks like it can combo quite well with Xenagos. Have you tried the cards?
  2. Mwonvuli Beast Tracker, I always find myself missing Trample so I thought this guy could help tutoring for it.
  3. Skarrg, the Rage Pits a worse Kessig Wolf Run but also a lot cheaper, and I am mainly after the trample effect (I think).
  4. Scavenging Ooze wanted a way to deal with peoples graveyard shenanigans.
  5. Mind Stone ramp! (basically added it because you mentioned it in Norin :P )
  6. Solemn Simulacrum there are other ramp cards in green but I just think he is a lot of value.
  7. I also swapped the Sedge Scorpion for a Deadly Recluse because even though I find it nice to have a early thing on the board that can deter people from attacking me before I have some of my guys out I found that a lot of attacks just went over it.

The things I will be cutting is the Scorpion and

  1. Mistcutter Hydra (I have other sources of can't be countered and it not doing anything else than that feels a bit week),
  2. Dragon Throne of Tarkir (too slow. Even though I love the prospect of being able to double the equipped creature and then have it applied to every other creather, it simply doesn't happen often enough and it doesn't provide value as soon as it lands because it would cost + mana for it to do so),
  3. Solidarity of Heroes (I have used it as a combat trick but it is too situational especially as I plan to cut some of the counter/hydra creatures),
  4. Twinflame (often when I am thinking of casting this I realize I would rather cast one of my creatures or wish it was a creature),
  5. Brash Taunter (thought it would be fun, but it is as I expected - way to slow), Flame-Wreathed Phoenix (I wanted a flying creature but and really only put this in for sentimental reasons but it just isn't doing anything, it is very unsatisfying to double it especially if it already have haste),
  6. Peregrination (don't think it's worth the cost, added other/earlier ways to ramp),
  7. Nissa's Pilgrimage (same reason as the other)

Let me know what you think about the cuts and if I could have made better ones!

Now for your recommendations!

Enchantments

  1. Added!
  2. Lurking Predators Sounds like a great idea, would love to hear what you think should be cut from the deck too.
  3. Added!

Artifacts

  1. The Great Henge Yeah I want a few of these, to go into some decks. Have on my "buy it on a bargain" list. Hopefully I can pick it up soon.
  2. Added!
  3. Added!

Sorceries

  1. Decimate and Hull Breach Looks like great cards, I have noticed that I really need to put some enchantment/artifact removal in and these two looks like great picks for it.
  2. Life's Legacy Very nice card! Will probably pick it up, but when do one have to much draw?
  3. Nature's Lore I was going to add one of these a while back as I thought i had one laying around but I couldn't find it and forgot to acquire one. Will put it on my list :)
  4. Rishkar's Expertise Added this one!
  5. Skyshroud Claim I like this card too, but I always find 4 mana ramp to be a little late. You think it's still pulling it's weight?

Instants

Beast Within Great card, will be adding this at one point

Berserk Never been a fan of killing my own creatures, but I guess the added benefit of being able to use it on an enemy is nice. I could also Berserk it and then sac it myself with any of the card draw cards. Will be looking out for one if I can find a really cheap one.

Momentous Fall Nice one! Will pick this one up for sure

Return of the Wildspeaker Will add this one too, bought a few of them already a week back but they are taking their sweet time arriving.

Lands I have already added the Bonder's Enclave and will be adding a Myriad Landscape as I have an extra one. I will also look to acquire the other ones. I am thinking of also adding Reliquary Tower as it's likely I will get more than 7 cards in hand after a sacrifice, Mishra's Factory as it's one of the only good manlands I have (doubt Kher Keep will do much here) I am also thinking of adding a Tectonic Edge to deal with other people's lands.

Creatures

Most of the dragons you mention was about to go into the deck, but then I bought a Secret Lair and built a dragon deck instead. Will be looking into getting most of the dragons you mention here.

There's so many here, hard to pick and choose which to add! I will start with the ones I know I want in Eternal Witness because there is always something that's worth casting twice, Kogla, the Titan Ape can remove a lot of stuff in one go as I can give it haste too, Ilharg, the Raze-Boar been looking to add this guy since day one! But they have always been so over priced in my local market about 7-8$! I managed to find one yesterday for $5! So hopefully it will find it's way to me tomorrow :) Reclamation Sage need more removal so this on should be a given, Sakura-Tribe Elder need a bit more ramp so I can get it out more reliable so this one a good one. Was going to add a Fierce Empath when I opened 2020, must have forgotten!

I am also looking to add Goreclaw, Terror of Qal Sisma and Lifeblood Hydra but they are hard to find in my local market. The other ones I will add to my list and pick them up if I can get them cheap, to at least switch out for some others and see what fits my play style the best!

Would love a Deflecting Swat (in Norin too), but my local market have it quite high, and I think I can find more impactful cards for cheaper. Oh I will definitely upgrade for a Vines of Vastwood and look for a Blossoming Defense, right now my biggest defense against spot removal is Archetype of Endurance but it's so expensive to cast!

There are a lot of cards here that you have mentioned that I have both already added and want to add now that you have brought them to my attention, so I will have to do a lot of cuts and would love to here your thoughts on what should be removed (and if the cuts I already did where good ones) would also love why you think I should remove some cards over others.

Thanks a lot for yet another deep look at my deck! Really appreciate it :)

Nemesis on Cube additions

1 month ago

Profet93 on Xenagos' Dudes goes Face

1 month ago

I also run a Xenagos deck! Lol, what are the chances! I will try to keep cards under $15 per your suggestion....

Enchantments....

  1. Greater Good - BEST card you will ever add, if you listen to ANYTHING I say, this is it. Period.

  2. Lurking Predators - With 1/3rd of your deck as creatures, this is like a sunbirds invocation that does something even if you pass the turn! Highly recomended!

  3. Rancor - Nice to have, makes a 1/1 into a 6/4 trample with Xenagos. Providing trample cheaply and repeatedly is nice

Artifacts

  1. The Great Henge - A bit over budget, but nice to have. Card draw, lifegain and ramp all in 1, usually for .

  2. Gruul Signet - Nothing flashy, but another 2 mana ramp to help bring Xenagos out T3-4

  3. Lifecrafter's Bestiary - Scry and card draw, not bad, definitely worth considering to help maintain gas

Sorcerries

  1. Decimate - 4 cards for 1? yes please! Can also target Xenagos if no other enchantments since he's indestructible.

  2. Hull Breach - Mini decimate, still good!

  3. Life's Legacy - Very useful, sometimes it sucks sacrificing a beater, but its sometimes very very needed, especially if you know they are holding up removal, they cant cast it in response since saccing is additional cost to cast

  4. Nature's Lore - Ramp on T2 that can search up duals and brings the land untapped

  5. Rishkar's Expertise - I rarely advise for risky cards, but the positive far outweighs the negative. Your biggest issue in this deck is getting 2 for 1ed, when you cast a draw/enchantment spell on your creature, they can remove it in response so you lose 2 cards to their one. But the potential of drawing 8 plus cards and casting a spell for free helps with this deck lack of tempo and card draw. I think it fits quite well

  6. Skyshroud Claim - Nature's lore x2. While not necessary, can be helpful in keeping some tempo and ramp is crucial in a big beaters deck.

Instants

  1. Beast Within - Permanent removal. Thats a nice Maze of Ith you got there, ashame if it got destroyed :D

  2. Berserk - A better unleash fury that can on occasionally kill opposing creatures when needed

  3. Momentous Fall - Used in response to removal, removal can't be used in response to cast on the same creature

  4. Return of the Wildspeaker - Used in response to removal

Lands...Obviously none of these are needed, but they make the deck slightly better are relatively cheap. Worth the investment, IMO. You have lots of room in your landbase given you are playing green and already run an ok amount of ramp. Adding even more ramp will really make your utility lands shine.

  1. Dread Statuary - Manlands are helpful as they can be used for draw spells (see above instants/sorcerries) and can be equipped with rancor to deal damage unexpectedly.

  2. Castle Garenbrig - Need that extra mana for that creature? I got you covered

  3. Bonders' Enclave - Decent card draw

  4. Blighted Woodland - Ramp

  5. Myriad Landscape - See above

  6. Raging Ravine - Manland

  7. Sheltered Thicket - Least important of all lands, but nice to draw late game and can be fetched with nature's lore, farseek, skyshroud (although it will come in tapped)

  8. Kessig Wolf Run - Has helped me win here and there. Shouldn't be overlooked, nice to have like the rest of these

Creatures

  1. Atarka, World Render - 12/12 double strike trample flying w/ Xenagos! Too good to pass up

  2. Balefire Dragon - Deals with token decks and can clear a board while dealing heavy damage

  3. Carnage Tyrant - HEXPROOF. I cannot tell you how many times hexproof has saved me in this deck. They cant use their removal they've been holding up, they can't counter it, and it has trample. Stats leave something to be desired a bit, but can pack a punch with Xenagos and is safe to use Rishkar's expertise on

  4. Elder Gargaroth - New card which fuels card draw and has vigilance too!

  5. Fierce Empath - Nice to find the beater you need

  6. Goreclaw, Terror of Qal Sisma - Ramp and provide trample!

  7. Eternal Witness - Nice recursion of a beater or draw spell

  8. Ilharg, the Raze-Boar - A beater that returns itself eventually and helps bring in other beaters (note: ETB triggers and the creature can attack a different opponent). Like a mini sneak attack

  9. Inferno Titan - ETB and attack trigger. Not bad, I find it useful although you might not despite it being better than a lot of your other cards.

  10. Kogla, the Titan Ape - ETB and attack trigger. Can be nice to bounce an eternal witness to give it indestructible.

  11. Lifeblood Hydra - Even if they kill it, you get to draw something. I've found it useful, especially with berserk.

  12. Nylea, Keen-Eyed - Helps make your creatures easier to cast, hard to remove, and helps you maintain gas. I'm still not convinced with it, testing it in my own build TBH. But thought it worthwhile to mention.

  13. Pathbreaker Ibex - A beater that provides trample to other beaters. Puts in some decent work, especially with a rancor!

  14. Reclamation Sage - Cheap artifact/enchantment removal on a creature (ex: lurking predators)

  15. Sakura-Tribe Elder - Another cheap 2CMC ramp spell to ensure Xenagos T3-4

  16. Savage Ventmaw - HUGE TEMPO! Attack and cast Rishkar's expertise or the Great Henge and then return of the wildspeaker/momentous fall/life's legacy or anything else is huge. Getting the attack and tempo in is VERY helpful as our deck struggles with tempo putting all the mana into a big creature.

  17. Shaman of Forgotten Ways - Ramp and an alternate wincon should you need it

  18. Siege Behemoth > Thorn Elemental

  19. Wood Elves.Farhaven Elf - Ramp, wood elves getting untapped duals

OVERALL: The deck is ok. I'm surprised how it has such a low CMC, but given your X spells. Once you replace those with 5+ CMC creatures, it will increase your AVG CMC to "normal". You want your AVG CMC to be around 4. Xenagos works as a sniper, you cast one big creature, give it haste and hope it doesnt eat removal. Given you spent all that mana on the creature, you don't do much else for the turn and then people usually swing at you because they are afraid of you casting another big creature out of nowhere.

As a result, having protection for them is crucial. In the form of heroic intervention, or another card out of budget such as Deflecting swat (which is SO powerful, counter counterspells, redirect targetted removal, targetted draw, targetted extra turns and more FOR FREE, so you can BLUFF INTERACTION). One more idea I'm thinking of is to replace Giant growth with Vines of Vastwood, similar function but provides protection as well. Also see Blossoming Defense for a similar function should removal/interaction is an issue in your meta as much as mine. Given you play against combo, they probably have interaction prior to them assembling their combo.

I got lots of ideas for cuts, so be sure to lmk what you think of each suggestion!

Xica on Deck Help with Temur ramp …

1 month ago

Ditch blue, and use a fetcheless RG mana base, look up fetchless. storm for reference.

Stop using ramp cards that have a cmc higher than 1. Its bad enough to loose 1 mana ramp cards to removal, don't make the issue rose by losing even more tempo with them. Cards like Goreclaw, Terror of Qal Sisma
Even cards like Sakura-Tribe Elder are so weak that they don't really see play outside valakut decks, where the fetched land acting as Lightning Bolt is a huge upside. Similarly Sylvan Caryatid is played only in Soulflayer decks, as it grants a relevant keyword on top of ramping, and Jeskai Ascendancy decks, where your combo piece being hexproof matters a LOT.

Don't run "do nothing" cards, like Electrodominance.

If you feel the need to run card draw, run something like Life's Legacy, or even just Combustible Gearhulk, that way you avoid having to splash blue, and get a card that plays better in most situations. (gearhulk is 4-8 damage, or you draw 3, life's legacy can be played after some value plays baited counterspells)

And for the sake of all thats good run some unconditional interaction, be it Lightning Bolt, Bonecrusher Giant, Abrade or whatever else you like.




P.s.: If you want some fine budget powerhouses you may want to tinker around with cards like It of the Horrid Swarm, or Decimator of the Provinces - while they require a very specific mana curve among creatures in the deck to accomodate them, they are brutal if those conditions are fullfilled.

aholder7 on Temur midrange ramp

1 month ago

A few things to start off with. you have a lot of 1 ofs. you want to maximize your consistency, which means 4 ofs for your important cards. you can have a bunch of 1 ofs, but only if you have some way of searching for them. Fierce Empath does that, but you only have 1 of those.

next lets talk about a game plan. a deck usually wants 1 main plan to focus on, with some decks going for a back up plan if they have a strategy that tends to get some frequent hate. now the plan can be fairly broad and you can have multiple types of cards that help your plan but there should be a very clear plan. I think there is a plan in your deck, but you have lots of cards in it that do not fit the plan very well.

so lets talk about what things we see in the deck and where you can go from here. I see a lot of big creatures and ways to get them out quicker. this is generally called 'stompy' and tends to fit in GR/GRx lists as it allows for ramp and aggressive beaters. cards like Goreclaw, Terror of Qal Sisma are great for this. blue is sometimes added to stall opponents out until you unleash your monsters.

when looking at your cards, you'll want to think "how does this help my plan?". for example, what does Elvish Reclaimer do for the deck? it doesn't ramp the deck unless you're grabbing bounce lands like Izzet Boilerworks but is vulnerable to your opponents removal unlike cards like Farseek. it can become a 3/4 but your goal isn't to play a few 3/4s and win via value cards, it's to get big scary things into play that end the game.

Since this is a deck revolving around winning with some big scary things, lets talk about big scary things. you have a lot of options. but you don't need that many. what you need is 1 or two very good ones and multiples of them to make sure that you get them when you need them. right now i'm not a huge fan of top end of your deck. mainly they are cards that are very expensive and either don't do much, or do it too slowly. Verdant Sun's Avatar is 7 mana 5/5 that gains a little bit of life. Roil Elemental requires triple blue which isn't always as easy, only has 3 power which is abysmal for a 6 mana card and you still need to play more land in order to get use out of it. Simic Sky Swallower at least can't be removed easily by an opponent where as most everything else in your deck loses to Terminate. you might want to consider cards like Carnage Tyrant, Terror of the Peaks, or Inferno Titan. these cards are harder/painful to remove or get some value when they come in so it's not a total loss if they are removed.

you have ramp in your deck which is good. that's something you want. the problem is that most of the ramp in your deck is too slow/expensive. Frontier Guide wont be able to ramp you unless you already have 4 mana. and if you have 4 mana Explosive Vegetation or goreclaw are better bets. the point of ramp is that you do it early, so that your big things come out faster than they normally would. so you want cheaper ramp cards. Sakura-Tribe Elder is a great card for this as it can be used as early as turn 2 and can provide a blocker if your opponent is being really aggressive against you in the early game.

counter spells can also help the plan. the reason people want to get big things out fast is mostly to get them out before your opponent has a chance to do something. so in a way, counter spells are almost like a form of ramp. so long as you play a land and counter your opponents spell for the turn, you've essentially just said that both players play a land. the problem with the counterspells you picked is that they are expensive. you need to be able to stop your opponents plays early on in order for the previous statement to work. and ideally you want to be able to do stuff on your turn besides just hold up mana to counterspells. for both these reasons you want less 4 mana counterspells and more 2 mana counterspells such as Mana Leak, or Remand.

you mention that you are playing burn. burn generally means using cards that deal damage directly to your opponent in order to get their life to 0. you play pretty much zero of those cards. i do see several cards that deal damage to creatures which is what i believe you were getting at.

theres a lot of work this deck needs in order to be ok. the ideas are there, but most of these cards would need to be switched out. i can try to put together a sample list of what i think you'd want this deck to look like but i'll have to do that tomorrow as it's 1:30AM here and i need sleep.

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