Runaway Steam-Kin

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 3 +1/+1 counters from Runaway Steam-Kin: Gain .

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Printings View all

Set Rarity
Guilds of Ravnica (GRN) Rare

Combos Browse all


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

Runaway Steam-Kin occurrence in decks from the last year


All decks: 0.2%

Red: 5.5%


All decks: 0.04%

Commander / EDH:

All decks: 0.0%

Red: 0.11%

Runaway Steam-Kin Discussion

Gracco on Boros Burn

3 weeks ago

This should be your side deck

3x Chained to the Rocks

3x Exquisite Firecraft against Control

3x Rampaging Ferocidon

3x Rest in Peace against graveyard decks

3x Wear / Tear

In the main deck -1 Titan's Strength -1 Shock +2 Lightning Strike

If you really really really want the Titan's Strength then splash green in your mana base and run 4 Atarka's Command instead, which I strongly advise against actually doing.

Keep the 2 Ramunap Ruins. They are a good card for added reach in the late game. Honestly consider Runaway Steam-Kin in the main deck at 4. It is incredible with Light Up the Stage. Viashino Pyromancer is also a good card since it is a guaranteed 2 damage when it enters the battlefield. Overall you want to keep the mana curve low and the deck as aggressive as possible so Haste or some amount of value on entering the battlefield is what you want to look for. On that note I am not a personal fan of the Soul-Scar Mage. Dropping Soul-Scar Mage for Runaway Steam-Kin is the direction I would go.


1 month ago

I included a dedicated maybeboard for those looking to make adjustments for their personal metas. I can not recommend changing the curve. The easy argument to be made is whether or not to go for 3X Anger of the Gods for those that find themselves needing heavy handed exile and/or mass removal 3 is a great option. My personal metas tends to include pretty even amounts of aggro/control based decks, so I limit most of my outings to a 2x list. When its time for some table top with friends, 3x plays great. For those control-heavy metas I suggest going with 3x Experimental Frenzy and 3x Runaway Steam-Kin . It helps you drastically with card advantage and board state. I also might recommend the 1x Fabled Passage as it helps for adjusting that top card as well as minutely helping thin your deck.

Blackgate on A Goblin Warstory (Gruul aggro mentor/riot Arena)

1 month ago

Hi BaneOfLordran, Yes it’s definitely a bit trickier within a standard environment!

Runaway Steam-Kin will be fun to try in the deck! I’ll play test with it, thanks!

BaneOfLordran on A Goblin Warstory (Gruul aggro mentor/riot Arena)

1 month ago

omg you're right xD
kinda embarrassing, but got me thinking on how to lower t ecurve and keep it standard legal (duh lol)

what about Runaway Steam-Kin

Flooremoji on Reverberate Repeated Reverberation

1 month ago

This deck seems pretty red heavy, so Runaway Steam-Kin could be an option?

Kjartan on Mono Burn

1 month ago

Mmmyes... You say you wish to keep the rituals to boost Prowess in a pinch, but for such a situation to occur, you would have to have not only multiple cards in hand, (after applying creatures), but also have them cost exactly one more mana that what you can produce.

I honestly think this unlikely scenario for an aggro deck most often. Maybe play Runaway Steam-Kin instead, if you want the extra mana for something? (I'd play neither TBH)

hungry000 on Red Pioneer Aggro V 1.0

1 month ago

One card you should have is Monastery Swiftspear . It's one of the premier burn cards in every format in which it's legal. I'd cut Viashino Pyromancer to fit them in, but pretty much anything else in the deck is worth cutting for them. Just try to get four copies.

If you made your deck more spell-heavy, you could turn it into a Mono R Prowess-type of deck that uses Monastery Swiftspear , Soul-Scar Mage , Runaway Steam-Kin , and Bedlam Reveler as main win conditions. That deck generally wins with fast creature damage rather than burn, but I still recommend looking up some lists for reference.

Also, Wild Slash is better than Shock.

Hybrow on Becoming the target

1 month ago

Boomcat12B - i was working out the combo you mentioned on my deck. Dont even think you need Ruby Medallion to make that combo go off, though it would make it a bit easier and produce extra mana to clear your hand.

If you have 5 lands and Runaway Steam-Kin out you can do it i think...

  • 3 mana to cast Grinning Ignus once (1 +1/+1 token)
  • 1 to bounce him back to hand
  • use 3 you got from him to cast him again (2 +1/+1 tokens)
  • 1 more to bounce him back a second time
  • use the 3 you got from him to cast him again (3 +1/+1 tokens)
  • At this point you can bounce him in and out 3 more times using the three mana off of Runaway Steam-Kin , which will generate 3 more tokens on him to do it again.

Think that's an infinite combo, did i do my math right?

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