
Goreclaw, Terror of Qal Sisma
The Commander
Creature spells you cast with power 4 or greater cost less to cast.
Whenever Goreclaw attacks, each creature you control with power 4 or greater gets +1/+1 and gains trample until end of turn.
Guide
Gameplan
Ramp into Goreclaw early, then chain out oversized creatures at a steep discount, flooding the board faster than opponents can answer. Once you have big bodies down, swing with Goreclaw to pump your team and grant trample, turning fat creatures into lethal damage. The deck wins by simply out-statting the table and stomping in with trampling beaters.
Strengths
- Massive mana acceleration—each big creature effectively costs 2 less, enabling explosive multi-spell turns
- Trample from the attack trigger means chump blockers and tokens can't save opponents
- Mono-green gives access to the best ramp, fight removal, and consistency
- Top-heavy bombs become reasonably costed, letting you play the biggest payoffs in the format
Weaknesses
- Heavily commander-dependent; without Goreclaw the deck plays as a clunky pile of expensive creatures
- Vulnerable to board wipes, which erase your whole game plan in one card
- Weak interaction—mono-green struggles with countermagic and noncreature threats
- Flyers and evasive combo decks can race or ignore your ground stompers
Key Cards
- Selvala, Heart of the Wilds — Generates explosive mana off your big creatures' power to chain out threats with Goreclaw.
- Pathbreaker Ibex — Doubles down on the team-pump plan, granting trample and a huge power buff for one-shot kills.
- Craterhoof Behemoth — The premier finisher; cast cheaply under Goreclaw and overrun the table with trample.
- Vorinclex, Voice of Hunger — A 7-power beater that costs only
and doubles your mana while taxing opponents.
- Heroic Intervention — Cheap protection that shields your board from wraths and targeted removal at a critical moment.
Upgrade Path
Add more overrun effects (Triumph of the Hordes, End-Raze Forerunners) and protection (Heroic Intervention, Tamiyo's Safekeeping) to make your alpha strikes lethal and resilient to wraths. Tighten the curve with elite ramp (Sol Ring, Nature's Lore, Cultivate, Selvala) so Goreclaw lands on turn 3-4 consistently. Cut weaker beaters for cheaper-after-discount bombs and a few recursion pieces to rebuild after removal.
Core Cards
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
Win Conditions
- ▸Alpha strike with Craterhoof Behemoth or Pathbreaker Ibex for one-shot lethal trample damage
- ▸Grind out the table with repeated oversized, trampling attacks from Goreclaw's team
- ▸Deploy more giant threats than opponents can block or remove and crash in
Archetypes
- Big Creatures / Stompy — Goreclaw discounts power-4+ creatures, making a deck of giant beaters viable and fast.
- Ramp — Mono-green acceleration plus Goreclaw's cost reduction enables huge, early swing turns.
- Voltron-lite Beatdown — The attack trigger turns your whole team into trampling threats for combat-based kills.
Combos
- Acererak the Archlich + Goreclaw, Terror of Qal Sisma + Glittermonger + Chakram Retriever
→ Infinite card draw, Infinite draw triggers, Near-infinite +1/+1 counters
- Acererak the Archlich + Goreclaw, Terror of Qal Sisma + Undercity Scrounger + Chakram Retriever
→ Infinite card draw, Infinite draw triggers, Near-infinite +1/+1 counters
Combos via Commander Spellbook.
Related Commanders
Same color identity (G), by popularity.

Azusa, Lost but Seeking
EDHREC #305

Toski, Bearer of Secrets
EDHREC #381

Selvala, Heart of the Wilds
EDHREC #447

Ghalta, Primal Hunger
EDHREC #474

Six
EDHREC #551

Peregrin Took
EDHREC #777

Ashaya, Soul of the Wild
EDHREC #803

Rishkar, Peema Renegade
EDHREC #805

Kodama of the West Tree
EDHREC #818

Jaheira, Friend of the Forest
EDHREC #876

Old Gnawbone
EDHREC #889

Bristly Bill, Spine Sower
EDHREC #894