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 .
|Have (2)||CompleteWaste ,|
Printings View all
|Guilds of Ravnica (GRN)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Runaway Steam-Kin occurrence in decks from the last year
Latest Decks as Commander
Runaway Steam-Kin Discussion
2 weeks ago
Bomat Courier often does not really pair up well with either Experimental Frenzy or Hazoret the Fervent. I've decided to lower to exclude the frenzies to lower the curve and increase the odds of effective Bomat Couriers or having three 1 mana spells on T3 with Runaway Steam-Kin out.
3 weeks ago
So, this is what I came up with. I still feel theres a missing piece(s). There needs to be more ways to get that Red mana we need to keep looping. Thermopod is not where I'm trying to be with this build lol...basically, there's tons of outlets but the set ups feel very limiting. Phyrexian Altar and Runaway Steam-Kin are definitely going to be VIPs. Anyways, I added in some tasty alternative win cons and may come back to it again after a few sets; if there are enough new toys printed. Best of luck with your build :) hopefully this gives you at least a few ideas.
2 months ago
Looks quite nice! If you're building around Steam-Kin, I'd look up modern Mono-Red Prowess lists, as they have a lot of cards in common but are more streamlined and have been tested and refined further. Mostly, they say no to all creatures above 2 CMC (besides Bedlam Reveler, which could be good here too if you add more noncreature spells) and run more effective one-drops combined with more noncreature spells to get Runaway Steam-Kin going. A really important card for that strategy is Manamorphose, which triggers prowess and is a 'free' red spell.
Experimental Frenzy is prooobably to slow to work as you're wasting your 4-mana turn on it, and only doing anything with it from turn 5 onwards - and a red deck which isn't going full on control probably doesn't ever want to start anything on Turn 5. Most games shouldn't even last that long. Same goes for Vance's Blasting Cannons Flip.
But even if you're not going that direction, I still recommend having cheap prowess creatures like Soul-Scar Mage and Monastery Swiftspear. Your goblins also feel a little out of place, and you might get more out of the deck by exchanging them for cards that fit whatever strategy you end up leaning towards, and keep them for a dedicated Goblin tribal.
Finally... Lava Dart is a great new card that recently became modern legal, and goes great with a lot of what you already have, especially the spectacle costs.
3 months ago
FYI, the Grinning Ignus would be infinite with a Runaway Steam-Kin. As long as you can bounce ignus 2 times (so will have cast 3 red spells), then use the 3 counters from Steam-Kin to do it 3 more times... And again
3 months ago
3 months ago
3 months ago
Lavinia of the Tenth was the very first commander I drafted. She was one of my only legendaries starting out, and my friend wanted to teach me EDH, so I drafted around her. Ended up doing well with her all things considered.
The first box of magic cards I bought got me Ugin, the Spirit Dragon (I had gotten planeswalkers before that from trades and loose packs) and that started me on collecting planeswalkers.
4 months ago
I'm a huge fan of themes but I have to say given the low mana cost of creatures Runaway Steam-Kin would absolutely supercharge how fast you're pulling creatures. The point of the deck is to build up an army of 1/1 creatures all which have other benefits and he fits that idea to the T. If you draw him early and get him out as you start dropping those other cheap 1/1 creatures he will keep building until you can pull off the counters and drop a few more creatures. Overall, its a super cool deck though!