Arcane Foundry › Commanders › Goreclaw, Terror of Qal Sisma
Goreclaw, Terror of Qal Sisma
Legendary Creature — Bear · {3}{G} · Green commander
Creature spells you cast with power 4 or greater cost {2} 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.
Build a Goreclaw, Terror of Qal Sisma deck →
What Goreclaw, Terror of Qal Sisma actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · attackWhenever Goreclaw attacks, each creature you control with power 4 or greater gets +1/+1 and gains trample until end of turn.
- Static ability · cost_reductionCreature spells you cast with power 4 or greater cost {2} less to cast.
What a Goreclaw, Terror of Qal Sisma deck needs
Plays as big creatures aggro (power 4+). What the commander asks of the other 99 — read from the card and checked by hand.
- creatures with power 4 or greater (cheaper, and pumped with trample on attack)
- haste and extra combats
- protection against sweepers
The Goreclaw, Terror of Qal Sisma deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 28× A permanent that does something every turn it is on the battlefield — the deck's body, for a commander whose text asks for nothing specific
- 12× A creature at or above the commander's power floor — its text only counts them (dossier vet 2026-09-26: Bugenhagen, Gwenna, Ruby)
- 6× Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- 4× Make the commander connect — a body that never deals combat damage never triggers
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 1× Answer a whole board at once
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
Best cards for Goreclaw, Terror of Qal Sisma
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
A permanent that does something every turn it is on the battlefield — the deck's body, for a commander whose text asks for nothing specific
- Crashing Drawbridge2 mana
- Ozolith, the Shattered Spire2 mana
- Bontu's Monument3 mana
- Enduring Vitality3 mana
- Kami of Whispered Hopes3 mana
- Oketra's Monument3 mana
- Assault Formation2 mana
- Jolrael, Mwonvuli Recluse2 mana
A creature at or above the commander's power floor — its text only counts them (dossier vet 2026-09-26: Bugenhagen, Gwenna, Ruby)
- Impervious Greatwurm10 mana
- Ancient Stone Idol10 mana
- Ghalta, Primal Hunger12 mana
- Emrakul, the Promised End13 mana
- Baloth Prime4 mana
- Worldspine Wurm11 mana
- Quakestrider Ceratops6 mana
- Hierophant Bio-Titan12 mana
Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- Thousand-Year Elixir3 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Akroma's Memorial7 mana
- Ulvenwald Oddity // Ulvenwald Behemoth4 mana
- Lavaspur Boots1 mana
- Shang-Chi, Master of Kung Fu2 mana
- Ellywick Tumblestrum4 mana
Make the commander connect — a body that never deals combat damage never triggers
- Garruk's Uprising3 mana
- Eldrazi Monument5 mana
- Akroma's Memorial7 mana
- Bellowing Tanglewurm5 mana
- Primal Rage2 mana
- Tanglewalker3 mana
- Rancor1 mana
- Shadowspear1 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Beast Within3 mana
- Nature's Claim1 mana
- Emerald Charm1 mana
- Naturalize2 mana
- Origin of Metalbending2 mana
- Natural State1 mana
- Umezawa's Jitte2 mana
- Archdruid's Charm3 mana
Find the exact card the plan needs
- Green Sun's Zenith1 mana
- Nature's Rhythm2 mana
- Worldly Tutor1 mana
- March of Burgeoning Life1 mana
- Archdruid's Charm3 mana
- Chord of Calling3 mana
- Eldritch Evolution3 mana
- Summoner's Pact0 mana
Answer a whole board at once
- Selective Obliteration5 mana
- Needle Storm3 mana
- Hurricane1 mana
- Nevinyrral's Disk4 mana
- Season of Gathering6 mana
- Gale Force5 mana
- Corrosive Gale1 mana
- Tropical Storm1 mana
Refill your hand
- Skullclamp1 mana
- Sylvan Library2 mana
- Garruk's Uprising3 mana
- Beast Whisperer4 mana
- The One Ring4 mana
- Vexing Bauble1 mana
- Elemental Bond3 mana
- Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun3 mana
Keep a permanent you control alive through removal
- Guardian Augmenter3 mana
- Saryth, the Viper's Fang4 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Asceticism5 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
- Mithril Coat3 mana
Combos with Goreclaw, Terror of Qal Sisma
Known combos from Commander Spellbook that Goreclaw, Terror of Qal Sisma is a piece of, and how many decks list them.
- Goreclaw, Terror of Qal Sisma + Acererak The Archlich + Glittermonger + Chakram Retriever
- Goreclaw, Terror of Qal Sisma + Acererak The Archlich + Undercity Scrounger + Chakram Retriever