|Commander / EDH||Legal|
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|Guilds of Ravnica (GRN)||Rare|
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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 3 +1/+1 counters from Runaway Steam-Kin: Gain .
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Runaway Steam-Kin Discussion
2 weeks ago
Thanks for the shoutout Darth_Savage,
I have had a quick look at your deck and can see that you are trying to go wide with lots of creatures, and utitlise the power of cards like Goblin Bushwhacker, Hellion Eruption, might of masses and Outnumber so i will stick with this theme of the deck and make some suggestions based on this assumption.
Firstly I would change Runaway Steam-Kin as this card is only really good in a mono red deck looking to play small spells, your deck is currently 33% green and 67% red, and although this is a large amount of red, you dont have enough low cost red spells to make this a great card, we can find something better :). If you decide to go mono red down the line, then this is a potential card to bring back.
A lot of your deck seems to be about generating a huge amount of eldrazi spawn's, so with this in mind I would up the Broodwarden to 4, as this will really help finding one, and multiple of these is even better!
To make sure you can cast your 5/6 mana spells we would need to up the land count to 24/25 or have more ways to create mana if you take my advice to remove the Runaway Steam-Kin's. Instead of adding extra lands, I see you already have Growth Spasm, so I would suggest putting 2 more in as well to make sure you hit lands consistently, but still allows you to develop your board. (You wont want to sacrifice too many eldrazi spawns for mana).
Lastly I would try and make room for 2 more Outnumber and 1 more Lightning Bolt as these are both key removal for your deck. I would drop x1 Relentless Assault and x2 Emrakul's Hatcher to make room for this, as both these cards require a lot of mana to cast. Relentless assault is also a card you dont want to ever have 2 of, and with other win-cons in your deck, I feel that dropping one still should mean you see it in 30-50% of games and gives you the option of double combat if needed.
I hope the above is taken as suggestions based on my experience of the game and the cards you have chosen currently and isnt meant as a definitive guide.
If you need any additional information on my selections or want to know my opinion on other cards, i'd be happy to help.
2 weeks ago
Darth_Savage, Thanks for your feedback! This is actually kinda inaccurate. I mainboard Fiery Temper, not Curse of the Pierced Heart. I usually don't get enough black mana to use Alms of the Vein, in my experience. Also, the 14 lands may seem too low but has yet to be a problem Frankly, I just mulligan to at least one land and a Faithless Looting, or Runaway Steam-Kin and Simian Spirit Guide. I need to get Blackcleave Cliffs for my mana base as well.
I run the Gurmag Swiftwing for its flying. It's replacing Falkenrath Aristocrat. I understand the Pyromancer Ascension and Quest for Pure Flame, but it is my response to Lantern Control, which tends to prevent me from getting any burn spells. The Curse lets me use attrition against them.
Reckless Rakdos (Ideal) Is the better version of the deck.
3 weeks ago
So, this seems like a really fun take on Izzet, but I think it's a little too spread out to be consistent. I playtested a handful of draws and most of the time I was waiting till turn 4 or 5 to do anything. I was also short on mana enough times to warrant including 1 or 2 more lands in a deck with this high of casting costs. I also dislike Brass's Bounty in this deck because your land count is so low, you'll rarely have more than 4 lands in play. Yes, the Bounty is another target for the Adept, and a big buff to the Cyclops, but not a good payoff spell by itself. There are other juicy bombs I'd rather pay 7 mana for.
This is basically a combo deck, in that it needs to assemble the right combination of creatures and spells to have a big payoff turn. To that end, I'm fine with defensive cards like Erratic Cyclops and Omnispell Adept buying time and also functioning as combo enablers. I'd cut the Wee Dragonauts for the 4th copy of both of these creatures. It'll be tricky to try and chain Adept > Apex > Banefire/Explosion.
In playtesting, I never liked the Pirate's Pillage much, because it felt like it was too slow and came out too late. I'd rather have a faster draw card like Radical Idea to help ramp up the Runaway Steam-Kin faster. Lastly, I'd probably cut the Shock in favor of a 4th copy of Lava Coil and Lightning Strike, since these are your only removal spells to keep opponents at bay while you find your big spells.
Keep tweaking & testing the deck. I'm interested in seeing where this goes.
3 weeks ago
3 weeks ago
1 month ago
Hey there !
Experimental Frenzy is a game winning card ( especially with Runaway Steam-Kin ), I think 4 copies is nice. Treasure Map Flip is a cool thing to have with Frenzy but not a budget card. Frenzy is really bad with Risk Factor tho. If you want to keep Risk Factor, The Flame of Keld could be something you would play ! ( in the mainboard ) Wizard's Lightning is also a really powerfull option to play, even with only 8 wizards in the deck.
Good luck !
1 month ago
I wouldn't know where to begin suggesting it for this build anyhow. Lol. Seems pretty tight.
Well done here, mate. +1