Runaway Steam-Kin


Format Legality
Leviathan Legal
Magic Duels Legal

Printings View all

Set Rarity
Guilds of Ravnica (GRN) Rare

Combos Browse all

Runaway Steam-Kin

Creature — Elemental

Whenever you cast a red spell, if Runaway Steam-Kin has fewer than three +1/+1 counters on it, put a +1/+1 counter on Runaway Steam-Kin.

Remove three +1/+1 counters from Runaway Steam-Kin: Gain .

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Runaway Steam-Kin Discussion

rudderdudder on U/R Wizard deck Rotation proof

5 days ago

One think I forgot to mention Orion93 about Goblin Electromancer is that the reduction costs don't really have an impact as most of the Wizards spells CMC are already reduced by having wizards on the board. Obviously if I choose other spells that don't have that synergy the pay off might be bigger though I guess it does synergise well with Banefire and Runaway Steam-Kin....

However that strategy slows the deck down quite a bit. But not having had any experience playing standard (which I beleive is quite a fast format) not sure it this would make it better or worse...

Orion93 on U/R Wizard deck Rotation proof

6 days ago

Hey. Good idea over all but it does need some refining.

First a couple tips: 1- It's always important to focus on your late game plan even when you have an early game deck. Other wise you will build a glass cannon that won't perform without perfect conditions. A strong late game finisher is already in your Sideboard. Banefire is one of the best sorcery speed spells in standard because it allows you to finish a player that you can no longer attack or damage otherwise. You can push it out at 5 damage and there is nothing your opponent can do to stop it. Perfect.

2- Try to recognize what would create a situation where you have either no cards or unplayable cards in hand. 4 copies of Adeliz, the Cinder Wind is okay because you need her for your synergies and for her potential board presence over all. But. 4 copies of Naru Meha, Master Wizard will most likely just over fill your hand with a legendary creature that is very expensive to cast on top of another instant or sorcery. I know the appeal of her capability is enticing but truly she is only worth 2 of in a deck because in a standard game, unless its between two control players, won't allow enough time to capitalize on such a high Converted Mana Cost (cmc for short) creature multiple times unless you're playing it as a win condition like Torrential Gearhulk. The gearhulks only worked so well because you could focus on playing strictly on your opponents turn to recast spells from your graveyard freely. Naru Meha is more tricky because it requires 2 cards in hand that can be cast at instant speed to become effective. This is somewhat true with most creatures. Ideally a creature played from your hand will gain you more than just a body on the field. It will draw a card or counter an ability or force your opponent to act differently from how they had planned.

All of these things give you the advantage. When a creature or another permanent enter the battlefield and they are doing.... Nothing? You will lose. A body is terrific. A body with abilities is better. Same with spells. Functional spells are cool. Counter, burn, draw, what have you. But utility spells are better. Anything that will allow multiple options or will have multiple effects is so much better for keeping your game moving how you want.

3- Magic is always changing and that means so are we as Magic players. We constantly adapt our decks to our local Meta, which will tend to flow with the competitive level of magic such as Protour or Grand Prixs. Find new and interesting changes to try in your free time. If you've always been a turn behind in recent matches then either find a way to play more quickly, sacrificing power usually, or put in a strong tempo piece that will reset the board in your favor.

I love tribal and I love synergy. You are so close to having the right set up in your deck. But how it is now, you most likely won't win anything competitive. The reason? You're playing sub par spells. There are better options for your creatures and much wider variety for your other spells. Find the cards that will most actively affect the field for an aggro base and find the cards that will most reactively protect the field for control.

I'm done with criticism. Now for suggestions.

Drop 4x Naru Meha and 4x fanatical firebrand and replace them with 4x Goblin Electromancer and 2-4x Guttersnipe and 0-2 copies of a spell that either helps balance the field or draws more than just 1 card. Opt is great but you might do better with additional cards in late game scenarios.

I would suggest the new enchantment Firemind's Research but it is very very hand dependent. You could run 4 of them with 4 Goblin Electromancer and I really think you'd go off with several explosive turns. But you also have to live long enough to see them. Meaning way more removal and less wizards. So.

Lavarunner is fine. But he caps out as a hasty 2/2 with no additional strength to add. So maybe slide out 2 of them for the other 2 Guttersnipes. Its equal in strengths but with a much more impactful long term presence.

I like the idea of Siren Stormtamer but I think he is side board material for anti control or removal match ups. That does mean your turn 1 slot just got crushed though and I don't really have an alternate yet beyond Runaway Steam-Kin and that's still a turn 2 play. With Electromancer and guttersnipe fighting over your turn 2 spot I dont think its viable. It is however fun. Just imagine 3 of these as 4/4 and then just dump all of those counters into a Banefire for the win. Oh man.... Well now I'm gonna do it. Sorry. Called it. Haha.

I think you could benefit from Ionize in your main board. I know that Warlord’s Fury is an extra draw spell but it could drop to 2 for 2 Ionize in main. Promise.

My wife wants me to talk to her instead of you now though. So I'm all wrapped up.

Good luck! And never stop Brewing your own decks. Its so rewarding.