Cataclysmic Gearhulk

Cataclysmic Gearhulk

Artifact Creature — Construct


When this enters the battlefield, each player chooses an artifact, a creature, an enchantment, and a planeswalker from among the nonland permanents they control, then sacrifices the rest.

Latest Decks as Commander

Cataclysmic Gearhulk Discussion

HelixSnapHelix on Ruhan of the Fomori

2 months ago

I used to play Ruhan in duel commander a ton, so maybe some of what I suggest isn't translatable to regular edh,but some I know would be great additions:

I'd used Cryptic Command as an obvious great card as it is, but more specifically to tap the opponent's creatures that you're forced to attack. Either to save Ruhan or to swing big.

The Royal Scions was a great walker that worked well with the deck and Ruhan.

Clout of the Dominus is so sick with Ruhan.

Divine Reckoning obviously.

Minamo, School at Water's Edge to untap Ruhan as needed (saved my butt to block when I absolutely needed it multiple times).

On the Cataclysmic Gearhulk route, you could take it a step further and just play Cataclysm. Almost guaranteed to come out on top unless you're playing against a lot of combo.

DuTogira on Where do you personally draw …

2 months ago

For me it’s the mentality.

Not from just a play perspective even, but also a deck building perspective.

Within my Sharuum the Hegemon deck, I run what I call the “path of exile” combo of Cataclysmic Gearhulk + Portcullis. The combo works such that, if I drop Cataclysmic Gearhulk after the Portcullis is active, I not only wipe most of the board, but I also can stick gearhulk into the Portcullis so that it clears anything that gets locked behind the portcullis. When Portcullis is removed and gearhulk comes back, I can cast Sharuum the Hegemon bringing back Portcullis and lock up the board with my 2 creatures. It’s a 5 turn clock per player from there.
That clock doesn’t change for commander damage vs normal combat.
Basically: even if I build the entire rest of my sharuum deck to win on turn 4, I can actively choose to tutor for this durdle-fest of a combo against decks that I can tell are much weaker, and still create an interesting board state that demands some interaction from my opponents. Even the most casual of decks run something like a Bane of Progress or Austere Command, so they can interact. There’s some allowance that of course must be made (like not Force of Willing your opponents’ removal if their decks are significantly weaker), but you can approach just about any table with a gameplay line that allows for some level of fun and friendly competition.

If you build a deck to only win in the most competitive way possible, it’ll do that. If you play to win every game, you’ll do it. But if you intentionally build a way to play at a variable level into your deck, and actively choose to play according to your table’s level… well that’s where the magic happens

TheVectornaut on What’s your “dick move” moment?

2 months ago

If they didn't want me to use Rhys the Redeemed, Terastodon, and Mirrorpool to destroy their lands, my opponents shouldn't have Cataclysmed and Cataclysmic Gearhulked in back-to-back casual commander games played in a literal Arbys.

multimedia on

3 months ago

Hey, consider more budget card interactions with Serfis that let you repeatedly venture on your opponents turns? Phyrexian Reclamation combos with Radiant Solar for repeatable venture twice for three mana and the life gained from Solar negates the life loss of Reclamation. Compulsion is repeatable venture for two mana, discard a creature to reanimate as well as repeatable draw.

Reassembling Skeleton combos with Viscera Seer for repeatable venture/scry 1 for two mana. Apprentice Necromancer combos with Sun Titan for repeatable reanimation of 3 CMC or less permanents. I'm suggesting one 1 drop and three 2 drops therefore you could cut some higher CMC cards for these to help lower the mana curve which is high at 3.4.

Some changes to consider:

Good luck with your deck.

NensouHiebara on Halvar, Divine Voltron

8 months ago


I run so many Nonbasics because Mono-coloured decks are capable of doing so and maximize the value out of their manabases. Every Utility Land is essentially an 'extra spell.'


Cataclysmic Gearhulk and the cards that don't have generic costs are also unaffected by improvise. Inspiring Statuary can only affects 31 spells in my deck, which is about 47%. A Mana Rock that can't pay towards half of a deck's spells doesn't sound great.

The six non-Equipment artifacts are either already Mana Rocks or have beneficial activated abilties that I'd rather leave open. The lone artifact creature Cataclysmic Gearhulk more often than not dies to its own ability. If Gearhulk does stick around, then I'd leave it untapped so it can attack and block. None of these artifacts could be used to improvise.

This deck functions off of minimal resources. I don't need to drop every Equipment I have available. Halvar  Flip only needs one solid Equipment to be a serious problem for opponents. An alternative threat with one or two Equipment is more than enough. Inspiring Statuary wouldn't have much to work with in most situations.

One of White's major strengths is its ability to purge the board.  Flip I'm not afraid to lose everything if it means stifling my opponents' own gameplans. This is why I don't run a lot of Mana Rocks: they will inevitably get blown up. Inspiring Statuary would be no different. I don't even run Mana Doublers anymore because my heavy use of sweepers utterly ruins their effectiveness.

I don't need to give it a try when I know it's going to fail.


Explorer's Scope and Isolated Watchtower don't have any consistency. They look at the top card of the library and hope for the best. Sensei's Divining Top isn't going to fix them. I can be mana-screwed with Top out as well. Scrying Sheets is a land that hasn't aged well. Tthere are plenty of lands that straight up draw cards

linkzero on Elenda, the First Vampire

1 year ago

Decklist has been updated with new cards from Commander Legends, Ikoria & Zendikar Rising from over the past year.

Potential substitutions I'm still considering are:
Bloodline Necromancer > Nullpriest of Oblivion - Nullpriest has some early flexibility as fodder or lifegain. While the creature resurrection is slightly more expensive with kicker, it allows us to target our non-vampire creatures, specifically Cataclysmic Gearhulk for another board wipe.
Slash the Ranks - Another board wipe that really suits Elenda, I just don't have room to slot it in.
Nighthawk Scavenger - Strict upgrade over Vampire Nighthawk, it's a potential 8/3 with flying, deathtouch and lifelink for 3 mana. It doesn't really synergise with the deck's overall strategy, but can help as an aggressive board presence.

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