Rendclaw Trow


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

Printings View all

Set Rarity
Eventide (EVE) Common

Combos Browse all

Rendclaw Trow

Creature — Troll

Wither (This deals damage to creatures in the form of -1/-1 counters.)

Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Rendclaw Trow Discussion

mal099 on BLACK lantern infinite exile mill

1 week ago

Ivy Lane Denizen plus any green Persist creature, such as Safehold Elite or Rendclaw Trow , works. Unfortunately, that combo costs quite a bit more. Seems like a few people have been brewing around with it.

Kogarashi on Persist and Grumgully and counters.

2 weeks ago
  • 122.3. If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it as a state-based action, where N is the smaller of the number of +1/+1 and -1/-1 counters on it.

Basically you remove counters of both types until only one type remains, when it comes to +1/+1 and -1/-1 counters. This is done as a state-based action, so unless there's something killing your creature as it's entering the battlefield (and thus would still have the -1/-1 counter on it), Persist will work to bring it back.

So in your example, Woodfall Primus dies and Persist returns it to the battlefield. Because of Persist, it enters with a -1/-1 counter, but because of Grumgully, the Generous , it also enters with a +1/+1 counter. The next time a player would receive priority, state-based actions are checked and the two counters are removed. If Primus dies after that point, it died without a -1/-1 counter and thus Persist will trigger again. Even if your opponent wants to kill it as soon as possible with a Murder or something, state-based actions will be checked first and Primus will lose the counter before it dies again.

However, if you've got Rendclaw Trow out, and your opponent plays Elesh Norn, Grand Cenobite , Rendclaw dies. Persist returns it to the battlefield with a counter, and Grumgully gives it the other counter. However Elesh Norn's ability is still in effect, killing Rendclaw immediately before state-based actions are checked (Elesh Norn's effect doesn't need to wait for a player to receive priority to affect things). Because state-based actions hadn't yet removed the counters when Rendclaw died, it still had the -1/-1 counter on it and Persist does not trigger.

CaptainBanana42 on first edh deck I make

8 months ago

Hey, it seems you have some typos in your card list. Three of your cards are not shown correctly. You can easily check for typos if you use the card name field and wait for suggestions in the drop down list.

I would cut Bloodspore Thrinax because you don't really need the +1/+1 counters except for your persist creatures and it is really bad in combination with Mikaeus, the Unhallowed because you won't get undying triggers anymore from him.

I would also cut one of your tutor effects. It seems you have a lot of them.

Farseek is also cut able. It only gets you a swamp. I think cards like Wood Elves would be better in this deck as ramp.

You could also cut one of your tutor effects. It seems you have a lot of them in the deck.

Finally I would cut Lingering Tormentor or Rendclaw Trow because these two cards seem not powerfull beside the persist ability.

Plaguecrafter is a better version of Fleshbag Marauder . So you should consider this card.

I hope this is helpfull for you.

Coward_Token on Toxic Relationship: Hapatra EDH [PRIMER]

1 year ago

While your practical experience will have to come first, Splendid Agony, Serrated Arrows and Incremental Blight seem mediocre to me.

Speaking of Persist, you might also want to consider Rendclaw Trow, Puppeteer Clique and/or Woodfall Primus.

Shadowdarkraity on The Touch Of Death From the Serpents

1 year ago






Ok, so at this point I have 9 things to remove from the deck, due to there not being enough space for the more important cards

1 Stinging Shot

2 Shamanic Revelation

3 Maybe Druids' Repository

4 Fume Spitter

5 Rendclaw Trow

6 Spinebiter

7 Chord of Calling

8 Juvenile Gloomwidow

9 Rot Wolf

Now if there are any different/more cards I should replace then let me know but I have a question about the ramp cards. So I know I am supposed to have around 8 but what counts as ramp? The list that I have is:

1 Commander's Sphere

2 Golgari Cluestone

3 Golgari Signet

4 Golgari Keyrune

5 Sol Ring

6 Devoted Druid (Also used for my combo with Quillspike

Now the two I have more questions about

7 Growing Rites of Itlimoc  Flip

8 Druids' Repository

So for the last two, do they count? I would assume so but I am not 100% sure. Seriously any help that anyone might have would be awesome. I would like to buy this deck to play at my card shop. On tuesdays they have a casual EDH night. So anything that might improve this deck would be awesome. (While staying on an under $200 budget)

Kandrel on Undying-Solemnity

1 year ago

I love the concept of solemnity + undying. I just don't think the green splash is doing enough for you, especially with the GG cost on the geist. A fetchless mana base is going to struggle to hit GG by turn two and still be able to cast your two primary colors. If you're concerned about cost, perhaps consider Safehold Elite or Rendclaw Trow (And if you want to splash out, Kitchen Finks). For your purposes, persist is just as good as Undying. Then you can go white and black without the splash.

mortilus on Hapatra, the Withered

1 year ago

I was unable to find a tribe in your deck. There are some token generators, but few enough that a tribal card would be a dead draw most of the time. For those reasons, I'd recommend removing these:

  1. Cover of Darkness
  2. Coat of Arms
  3. Sosuke, Son of Seshiro

A lot of the utility of the deck comes from being able to massacre your tokens in the name of -1/-1 counters (e.g. Blowfly Infestation and any of Flourishing Defenses, Nest of Scarabs, or Hapatra, Vizier of Poisons herself. Add Blood Artist (or similar) and it's an infinite wincon). Any creature with 2+ toughness will not be killable from a single counter, so anything that buffs toughness without a major benefit just weakens the deck. For those reasons, I'd recommend cutting these:

  1. Spidersilk Armor
But at the same time, and for the same reason, I would add Skullclamp.

Various other cuttables:

  1. Spread the Sickness - sorcery speed kill is pretty "meh".
  2. Shambling Swarm - the counters go away at end of turn, and it's likely he'll die in a boardwipe (so there won't be anyone to put the counters on anyway), and he has 3 devotion.
  3. Soulstinger - similar to Shambling Swarm, it's likely he'll die in a boardwipe (so there won't be anyone to put the counters on). Also, you're getting a weak creature in the hopes of doing something useful with it - better to just get a good creature in the first place.
  4. Decimator Beetle - moves one counter, once per turn, and it has to attack to trigger.
  5. Essence Warden - the lifegain doesn't get you anything
  6. Fume Spitter - insufficient recursion to really get a benefit from him
  7. Wicker Warcrawler - why include a creature that just gets worse?
  8. Tower Above - i'm on the fence on this one. The CMC is a bit high, but the benefits could be large.
  9. Needle Specter - Also on the fence. I like it more than the spell though.
  10. Rendclaw Trow - a 2/2 with wither and nothing else. 2 damage will just be ignored on attack until he dies in a wipe, or manages to block and get you (at best) 3 tokens.

You need to have a minimum of 37 lands. You're also playing , the color whose greatest strength is the massive ramp it can accomplish. If you swap all the cards noted for lands and acceleration, i would expect the deck to play significantly better. Also, don't use rocks for the ramp, unless land-wipe is common in your meta. It's easy and common for artifacts to die, but (usually) much harder to kill a land. I'd recommend the standard ramp:

  1. Cabal Coffers + Urborg, Tomb of Yawgmoth
  2. Kodama's Reach
  3. Cultivate
  4. Skyshroud Claim
  5. Explosive Vegetation
  6. etc

You could also likely benefit from more draw and recursion, such as Dark Prophecy/Phyrexian Arena, or Phyrexian Reclamation,

gnikrul on Choosing the Wrench

1 year ago


Thanks, glad you like it so much!

Yeah, Rendclaw Trow is indeed capable of some silly value. I have a feeling that he's just a bit too slow though; after all, thanks to my Noble I'll always have a three drop blocker available, and if I'm still dropping blockers on turn 4 I'm losing to anything that isn't stompy.

Now, Ashnod's Altar is more plausible. The deck is super mana hungry and has six creatures with in their casting cost, but that may not be enough - in fact, playing the Altar is probably the circumstance that would make the Trow more attractive since it also has in its cost.

I'll put them both in the maybeboard for now and try subbing them in whenever I actually get to build this deck.

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