Surrak Dragonclaw

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Khans of Tarkir (KTK) Mythic Rare
Promo Set (000) Mythic Rare

Combos Browse all

Surrak Dragonclaw

Legendary Creature — Human Warrior

Flash

Surrak Dragonclaw can't be countered.

Creatures you control can't be countered.

Other creatures you control have trample.

Commander Recommendations Start Commander Deck

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Latest as Commander

EDH 0 / 0
EDH 0 / 0
EDH 1 / 0

Surrak Dragonclaw Discussion

NeonEndymion on The Ur-Dragon

3 days ago

-Good point in re Kiora, Behemoth Beckoner /the 3 CMC clump. This is primarily the reason, even though I'm considering moving up to the full suite of fetchlands this week (to help make Deathrite Shaman 's mana production more reliable and to maximize the impact of Nesting Dragon , as well as to help be able to cast Dragon Broodmother more reliably/fix mana more or less perfectly), I still can't justify the inclusion of Crucible of Worlds , esp with the more aggressive draw package.

-Good point also about Dragonlord Kolaghan being tutorable also w/ Worldly Tutor ; I'll do some more testing and see if my being flooded with haste effects was more a corner case in 2x games.

-Agreed about Sarkhan the Mad ; if anything, that gives your build a 1x flex slot. If you're having trouble punching through pillowfort effects but not being punished for a large board state with tons of wipes/spot removal, then he's great; maybe slot in your sideboard Surrak Dragonclaw in control-heavy metas.

I might be able to slam about 3-5 more games this week in paper, but aside from some manabase tweaking and adding in one more card (what do you think I'm particularly missing at this point, if indeed I should go back down to 36 lands), hoping to leave this locked for a little bit, especially since War of the Spark didn't give us too many new shiny toys to play around with.

dbpunk on Understimated Commanders

1 week ago

Honestly no one expects my Surrak Dragonclaw deck to be any good until I drop like a single combo. And even then the combos in that deck are weak compared to cedh combos.

Iquasi on EDH - Animar, Soul of Elements

3 months ago

Happy new year everyone!

Ravnica Allegiance is not looking too exciting apart from Prime Speaker Vannifar , who I will definitely try out in the deck. The cut will likely be Surrak Dragonclaw , but I haven't locked in anything yet.

Playing the deck after the cut of Ancestral Statue has proved quite interesting. The deck feels significantly weaker but also somehow more free as all the statue lines no longer demand me to push for a win that way. To take the power level up a notch again I have reverted the cut on one mana dorks I made before Christmas.

Cut:

Burnished Hart

Farhaven Elf

Shivan Reef

Sylvan Caryatid

Add:

Birds of Paradise

Elvish Mystic

Fyndhorn Elves

Llanowar Elves

Dickie_Smalls on Maelstrom Wanderer Aggro

3 months ago

Maybe considering some mana dorks, they would help speed up your gameplan. Also, Surrak Dragonclaw would be a pretty cool inclusion.

Mj3913 on Quest: The lost soldier

4 months ago

Karrthus, Tyrant of Jund Dragon Tribal.

Doran, the Siege Tower Big Butts Tribal.

Alesha, Who Smiles at Death ETB/Recurring Weenies/Tokens/Wheels

Edgar Markov Vamps

Kaalia of the Vast good stuff

Krenko, Mob Boss Goblins

Now... I know you said no blue, but... in no way are you obligated to go a control route (could in fact throw off your opponents thinking you are indeed playing control when you're not. )

Edric, Spymaster of Trest unblockable tribal

Surrak Dragonclaw Clone tribal

There's some ideas to think about at least. As for what goes in them, that's up to you. These are the most aggro-ey "mess with your stuff if you mess with mine" commanders I could think of.

Hope it helps, enjoy!

TzickyT on Prototype Bearforce One

6 months ago

as a fan of bearforce tribal i can't say that there is one bear in whole mtg that can be used as a good utility for bear commander. reason for that is that the only bear legendary creature has no synergy. the best comanders for bear tribal i find are Yeva, Nature's Herald, Kaysa, Surrak Dragonclaw, Karametra, God of Harvests, for the rest i don't realy see any use of other commanders to play an bear tribal edh yet. also about the creature lineup everyone has his own creature lineup and i like that to stay that way. about the artifacts i would try to reconsider Coat of Arms good card for tribal decks but i m not sure bears need the help for this. i rather boost them whit a +1/+1 counter or card that gives it. in the decks i played Words of Wilding didn't perform well at all. i had to less draw power to make that card valueble. also about Bear Umbra do you realy want your lands to get untapped. i don't realy see anything in green for a bear tribal deck that would need this card at all. Insist been debating about insist but in all my matchups i never had a use for it except to draw a card. about the rest i don't realy have much to say its a preference. also if u are intrested to the build i came up whit (its bear tribal but not all cards have a bear on them).Kaysa The Bearforce tamer

theETG on Cosmic Wolves

6 months ago

This looks like a really good first draft! There are a few suggestions I'd like to make.

First, I'm not sure if Riku is the best commander for this deck. He'll make tokens for all of your creatures, but none of those tokens will get to transform. That having been said, you do have a few cards, like Parallel Evolution and Parallel Lives that play well with him. But I think removing the token theme altogether will give you a more streamlined deck. Although you should always run Rite of Replication, imo. In the spirit of keeping with your Blue/Green/Red colors, I'd recommend Surrak Dragonclaw. It's most likely you'll want to win games by getting in with creature damage, and giving everything Trample is a great way to make sure you'll be able to connect your swings. Protecting your creatures from counterspells is a nice little bonus.

I also think you're running too many lands. You should probably only have between 38-42. If you're worried about mana problems, run a few ramp spells, like Cultivate and Explosive Vegetation.

Werewolves are a small tribe, and don't get as much love as other tribes, but there are a few cards that you could add still. Lambholt Elder  Flip, Afflicted Deserter  Flip, Scorned Villager  Flip, Wolfbitten Captive  Flip, and Kessig Forgemaster  Flip would all make welcome (not to mention inexpensive) additions. Since you're running Blue, you could also justify putting in a few more clone creatures like Altered Ego. Check out Phantasmal Image, Quicksilver Gargantuan, and, of course, Clone. There are a number of these kinds of creatures you could include if you're willing to look into them. The best part? If they enter as a copy of a transformed werewolf, if something would cause them to flip back to human, they remain in wolf form instead! Also, consider Alpha Brawl. It's very on theme, and, more importantly, it's really funny.

I'd also recommend adding some answers to your opponent's threats to your deck. You have a couple of ways of dealing with creatures, but against artifacts, token armies, and decks that rely on fliers, you might have a hard time. Check out Ancient Grudge, Vandalblast, Beast Within, Cyclonic Rift, and Blasphemous Act as potential answers, or consider other options you might have.

Also, this is just a footnote, but I'm not quite sure what Bonus Round does for your deck? It only interacts with seven other cards in your current decklist, and of those, only three are really worth spending the extra mana on. I think it's an easy cut.

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Surrak Dragonclaw occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%