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Surrak Dragonclaw

Surrak Dragonclaw

Legendary Creature — Human Warrior

Surrak Dragonclaw wants a deck that answers everything its opponents play, then wins late. It also works in a deck built around Humans or Warriors.

  • Mana cost2 genericgreenbluered
  • Blue, Red, Green ()
  • Power / toughness6 / 6
  • RarityMythic

Flash

This spell can't be countered.

Creature spells you control can't be countered.

Other creatures you control have trample.

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Archetypes
Themes

Cards That Fit Surrak Dragonclaw

Picked for what they do in Surrak Dragonclaw's deck. When two cards do the same job, the one with the lower comes first. All of them fit Surrak Dragonclaw's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

Does what Surrak Dragonclaw does6

The 6 Cards

Rulings for Surrak Dragonclaw

explain how Surrak Dragonclaw works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 20 Sep 2014

A spell or ability that counters spells can still target a creature spell you control. When that spell or ability resolves, the creature spell won't be countered, but any additional effects of that spell or ability will still happen.

1 ruling, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Surrak Dragonclaw, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryURGPlayers write colors as letters: U for blue, R for red, G for green. Blue is U because B was already taken by black.ControlControl decks answer what everyone else plays, stopping spells and removing dangerous cards, then win slowly once they are in charge. Expect lots of removal, spells that cancel other spells, and extra card draw.Open the Control pageCounter ProtectionStops your spells from being countered, so an opponent cannot cancel them. It is insurance for a deck with one big spell it cannot afford to lose. Cavern of Souls, Dovin's VetoOpen the Counter Protection pageUncounterableThis card cannot be countered. Countering a spell stops it from resolving and puts it straight into the graveyard, so a spell that cannot be countered is going to happen no matter what an opponent is holding. This tag is about the card itself. A card that grants that protection to your OTHER spells is tagged Counter Protection instead. Allosaurus Shepherd, CounterfluxOpen the Uncounterable page