Crater's Claws

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom 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) Rare

Combos Browse all

Crater's Claws

Sorcery

Crater's Claws deals X damage to target creature or player.

Ferocious — Crater's Claws deals X damage plus 2 to that creature or player instead if you control a creature with power 4 or greater.

Crater's Claws Discussion

TypicalTimmy on Looking for a cheap and ...

1 week ago
  • dbpunk; Ertai, the Corrupted looks wildly fun. I have a Sen Triplets deck on here that's all about resource denial, so I think I could build an Ertai deck and enjoy it.

  • griffstick; Queen Marchesa looks fun, but I have no idea how I would build around her. Mardu isn't really a strong color pattern for me. I'd have to see how other decks on here run her, but I think it could be fun with Mathas, Fiend Seeker . Then, while their creatures are getting bounty counters, I'm creating 1-shot kill creatures. That just sounds horrific, lol.

  • ZendikariWol; Of all the Commanders you have listed here, the only one's I've attempted were Grand Warlord Radha and Ruric Thar, the Unbowed . I have a finished Ruric Thar deck on here that is private, but I'm not sure if I enjoy it enough to buy. It's also pretty expensive. One thing I sort of struggle with in regards to Radha is figuring out what to dump the mana into. I feel like it should be the kind of deck you'd see a player like me use - Tokens + big stupid spells, but I can't for the life of me get an appropriate balance between giant finishers like Crater's Claws or Rolling Thunder and bases that produce enough tokens to make it matter. I say tokens because it gives you more mana if you swing with a bunch of 1/1s then if you swing with a few 4/4s. I'll have to look into the rest of your suggestions and check out builds.

  • smackjack; Marath, Will of the Wild kind of confuses me. It seems to me that this is a Commander you want to constantly die, so that you can bring it out bigger and bigger? Or alternatively, dedicate a huge portion of your deck to putting +1/+1 counters on it? Seems like it'd basically be just two things: Ramp & Counters. I think I could make that work, but I don't know how solid of a build it would be. I am a bit worried that there would run into the conflict of resource management. If I dedicate resources to ramp and counters, I lose defense. If I begin to add defense, ramp and counters drop and Marath becomes less effective. I'll have to see how other users better than myself build it, because right now I haven't the slightest clue.

  • Woiteck; I've attempted The Scorpion God before now I think twice. Thanks for your deck link. Your deck looks like it's really well streamlined, and I can see the mistakes I was making. I'll definitely look into it a bit more :)

  • Mj3913; Isperia the Inscrutable is pretty gross, lol. Looks fun though. :)

  • Boza; Hahaha I actually DO have a Shattergang Brothers deck :D It produces 19 different types of tokens, including the super rare Enchantment Creature tokens such as from Pharika, God of Affliction and Hammer of Purphoros . Right now my deck is priced at $1,130 - $1,177 on Card Kingdom :c lmao but once the new Theros set comes out, we should be getting more cards that can make Enchantment Tokens.

TinkererEDH on ComicKoS - Lord Windgrace

1 week ago

First thing I'll suggest additions

  • mana ramp: Lotus Cobra - land etb you add one mana of any color - pushes your ramp faster

Amulet of Vigor - if a permanent you control etbs tapped, untap it. Not only ramps you faster, but gets past those pesky all your things come in tapped crud.

Exploration - you may play an additional land each turn, only . Very few things are more satisfying than having 7 lands turn 3 while everyone else is just putting down their third land.

Boundless Realms - search for as many basic lands as lands you control

Scapeshift - search for as many lands (basic or not) as you sacrifice

Kodama's Reach - you need a bunch of ramp spells to act with in case you don't have lord windgrace or he becomes too expensive to cast

Demonic Tutor - search your library for a card

Vampiric Tutor - search your library for a card

Beseech the Queen - search your library for a card

Summoner's Pact - pay or lose at your upkeep

Chord of Calling - search for or less CMC creature

Tooth and Nail - search for two creatures or put two creatures onto the battlefield from your hand

Rude Awakening - all lands you control become 2/2 creatures or you untap all lands or both

three of the five panoramas: The other two only fetch you one of the lands

Jund Panorama - search for any of the three basic land types you need

Grixis Panorama - search for swamp or mountain

Naya Panorama - search for mountain or forest

three of the temples:

Temple of Malady - BG scry 1.

Temple of Malice - BR scry 1.

Temple of Abandon - GR scry 1.

Things to do with

Fireball - x damage to creature or player

Crater's Claws - x damage to creature or player

Rolling Thunder - x damage to creature or player - can do more targets

Banefire - x damage to creature or player

Bonfire of the Damned xx to do x damage to tgt player and each creature he controls

Torment of Hailfire - choice of losing 3 life, sacrifice a nonland permanent, or discard a card - hilarious for huge numbers of x, and can swing the game beyond anyone recovering

Consume Spirit - x loss of life and x gain of life for you

Suffer the Past - x loss of life for x exiled cards from tgt player's graveyard. Kills their recursion and them

Dark Salvation - xx for x zombies and making a creature -x/-x until end of turn.

Skinken on

3 months ago

The Crater's Claws synergy is really cool actually. It let's you play Vexing Devil almost as a ritual to deal one extra damage for the same mana. I still think it's meh, but I have to agree it's pretty spicy ;)

Barito on

3 months ago

Skinken thanks so much for the suggestions! I changed up my sideboard for Smash to Smithereens . My idea behind Vexing Devil is that if they do not take the 4 damage and hold out a removal spell, then it is better used on the devil than on the Avaricious Dragon . It is a 1 for 1 trade but they also usually use up an extra mana in the removal process. Lastly it has synergy with Crater's Claws . I’ve not yet played the deck enough to know how things usually go, so I’ll be keeping your suggestions in mind for what to swap them out for if it doesn’t go as planned!

TypicalTimmy on The Trickster

5 months ago

I feel like it's actually under powered for four specific colors of mana. True it is only two colors, but the casting requires specifically two of each. I think you can lower it to just and it will be fine.

I could see it printed as a Legendary Creature among the 99, rather than the +1 in a Commander set, similarly to how Brudiclad, Telchor Engineer was.

I would be a little concerned though with the increasing commander tax. Obviously, first and foremost his most applicable use is to copy spells. Copying something like a Time Walk , Savor the Moment , Time Warp , or Capture of Jingzhou will be his most powerful asset. Next, I would assume it would most likely be red-based explosive spells. Rolling Thunder , Crater's Claws , Blaze , Banefire - that kind of thing.

Alongside an Izzet deck that can produce Treasure tokens would make it just insane, especially running Saheeli, the Gifted .

I don't think he's broken, per se, but I have concerns with just how much utility you can get out of him after his 3rd casting :/

skroes on Riku of Two Fireballs

7 months ago

So, I'm not sure I'll change your mind, but I'll explain why I prefer the cards over Foresee and let you judge beyond that however you feel most comfortable. Foresee , by rule, does let you theoretically see 6 cards, but thats probably the worst case scenario for that card since that means your scry 4 is putting everything on the bottom and you are drawing blind.

Cards like Fact or Fiction and Steam Augury allow you to do 2 things. 1) you get to leave your mana up for any other instants or interactions that you can have when it is not your turn. 2) It puts you 5 cards deep into your deck at instant speed, so after resolution (in theory) you have full access to whatever pile you choose on your turn. These cards are also excellent politics cards if there is a scenario in multiplayer that everyone is way behind one player and you need to dig for an answer, you can talk your way into more favorable piles. Lastly, I understand players have the fear of not being in control of your cards, but quite a few spell slinger decks utilize their graveyards aswell as their hand for redundant value, so even though you get a 2 or 3 card split, those other cards can always be reclaimed with other effects and playing green, you have several ways to buy back cards.

Manifold Insights is a card that I like solely because it boils down to pay 3 mana, get 3 non-land cards. It is excellent in mid to late games because more often than not the worst thing you get is ramp, which in itself is pretty good.

One thing I did not mention is you probably want to add Fall of the Titans to replace one of your fireballs. Personally I don't much care for Crater's Claws . In a vacuum, its just a much better card whether you have 12 mana to do 14 damage to one target or you cast a 2 drop, have 10 mana at instant speed to 2 targets seems much stronger.

Finally, I did see the changes and do like the adds. I am a little skeptical of cutting Regrowth as that is a very strong card and is better, in my opinion, than something like Serum Visions or Ponder . Those two are great cards, but Regrowth effects in commander are much stronger than 1 mana, draw 1. Especially in the late game.

NKlim on Sarkhan’s Unsealing

7 months ago

I see a lot of fun potential in this deck. I think you should definitely run Simian Spirit Guide as the additional mana means you may be able to drop Sarkhan's Unsealing early. This is important as the mana cost f your other creatures means that by turn 4-5 with Simians you may be able to drop 2 creatures and hit the opponent for 8+ damage. I would also put Bloodthorn Taunter in the deck, as having haste on Inferno Hellion and Cosmic Larva has the potential to do a lot of damage in one turn. I may include Leyline of Punishment and possibly Insult / Injury instead of Crater's Claws in the sideboard Is there a specific reason you use Fling over Thud ? Thud is at sorcery speed but very few of your creatures live to your next turn so you may as well drop them and attack then thud for double damage.

I hope I didn't rip your deck to shred... btw I love the idea of the deck

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