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Runaway Steam-Kin

Runaway Steam-Kin

Creature — Elemental1/1$1.64

Whenever you cast a red spell, if this creature has fewer than three +1/+1 counters on it, put a +1/+1 counter on this creature. Remove three +1/+1 counters from this creature: Add .

Legal in Commander

Is

Does

Rewards

Combos 13

  • Runaway Steam-Kin + Grinning Ignus

    • Infinite creature ETB
    • Infinite creature LTB
    • Infinite storm count

    Mana needed: 5,555 decks on Commander Spellbook

    How it works

    Steps

    If Runaway Steam-Kin has three or more +1/+1 counters on it, activate it by removing three +1/+1 counters from it, adding {R}{R}{R}. Cast Grinning Ignus by paying {2}{R}. Runaway Steam-Kin triggers, putting a +1/+1 counter on it. Activate Grinning Ignus by paying {R} and returning it from the battlefield to your hand, adding {C}{C}{R}. Repeat.

    Commander Spellbook ↗
  • Runaway Steam-Kin + Underworld Breach + Burning Inquiry

    • Infinite looting for all players

    Mana needed: 1,823 decks on Commander Spellbook

    How it works

    Before you start

    You have at least three other cards in your graveyard.

    Steps

    If Runaway Steam-Kin has three or more +1/+1 counters on it, activate Runaway Steam-Kin by removing three +1/+1 counters from it, adding {R}{R}{R}. Cast Burning Inquiry for its escape cost by paying {R} and exiling three cards from your graveyard. Runaway Steam-Kin triggers, putting a +1/+1 counter on it. Resolve Burning Inquiry, causing each player to draw three cards and discard three cards at random. Repeat

    Commander Spellbook ↗
  • Runaway Steam-Kin + Spellbinding Soprano + Seething Anger

    • Infinitely powerful creatures you control until end of turn

    Mana needed: 28 decks on Commander Spellbook

    How it works

    Before you start

    You have at least three opponents.

    Steps

    Activate Spellbinding Soprano's encore ability by paying {3}{R} and exiling it from your graveyard, creating a token copy of it with haste for each opponent you have. Declare each Spellbinding Soprano token as an attacker. Each Spellbinding Soprano token triggers, causing instant and sorcery spells you cast this turn to cost {1} less to cast for each Spellbinding Soprano token. If Runaway Steam-Kin has three or more +1/+1 counters on it, activate its ability by removing three +1/+1 counters from it, adding {R}{R}{R}. Cast Seething Anger with buyback by paying {R}. Runaway Steam-Kin triggers, putting a +1/+1 counter on itself. Resolve Seething Anger, giving target creature +3/+0 until end of turn and returning Seething Anger to your hand. Repeat from step 4.

    Commander Spellbook ↗
  • Runaway Steam-Kin + Cormela, Glamour Thief + Twinflame

    • Infinite black mana that can only be spent to cast instant and sorcery spells
    • Infinite blue mana that can only be spent to cast instant and sorcery spells

    27 decks on Commander Spellbook

    How it works

    Before you start

    You have an amount of mana available equal to three minus the number of +1/+1 counters on Runaway Steam-Kin.

    Steps

    If Runaway Steam-Kin has three or more +1/+1 counters on it, activate Runaway Steam-Kin by removing three +1/+1 counters from it, adding {R}{R}{R}. Activate Cormela by paying {1} and tapping it, adding {U}{B}{R} that can only be spent to cast instant and/or sorcery spells. Cast Twinflame by paying {1}{R}. Runaway Steam-Kin triggers, putting a +1/+1 counter on itself. Resolve Twinflame, creating a token copy of Cormela. Put the tapped Cormela into your graveyard due to the legend rule. Cormela dies, triggering itself, returning Twinflame from your graveyard to your hand. Repeat.

    Commander Spellbook ↗
  • Runaway Steam-Kin + Samut, the Driving Force + Searing Touch

    • Infinite damage

    Mana needed: 20 decks on Commander Spellbook

    How it works

    Before you start

    You have max speed.

    Steps

    If Runaway Steam-Kin has at least three +1/+1 counters on it, activate Runaway Steam-Kin by removing three +1/+1 counters from it, adding {R}{R}{R}. Cast Searing Touch with buyback by paying {R}. Runaway Steam-Kin triggers, putting a +1/+1 counter on it. Resolve Searing Touch. Repeat.

    Commander Spellbook ↗
  • Runaway Steam-Kin + Samut, the Driving Force + Haze of Rage

    • Infinitely powerful creatures you control until end of turn

    Mana needed: 19 decks on Commander Spellbook

    How it works

    Before you start

    Your speed is at least 3.

    Steps

    If Runaway Steam-Kin has at least three +1/+1 counters on it, activate Runaway Steam-Kin by removing three +1/+1 counters from it, adding {R}{R}{R}. Cast Haze of Rage with buyback by paying {R}. Haze of Rage's storm ability and Runaway Steam-Kin trigger. Resolve the Runaway Steam-Kin trigger, putting a +1/+1 counter on it. Resolve the Haze of Rage trigger, copying it for each spell cast before it this turn. Resolve all Haze of Rages. Repeat.

    Commander Spellbook ↗
  • Runaway Steam-Kin + Cormela, Glamour Thief + Heat Shimmer

    • Infinite death triggers
    • Infinite creature ETB
    • Infinite creature LTB
    • Infinite magecraft triggers
    • Infinite creature sacrifice triggers
    • Infinite storm count

    17 decks on Commander Spellbook

    How it works

    Before you start

    You have an amount of mana available equal to three minus the number of +1/+1 counters on Runaway Steam-Kin.

    Steps

    If Runaway Steam-Kin has three or more +1/+1 counters on it, activate Runaway Steam-Kin by removing three +1/+1 counters from it, adding {R}{R}{R}. Activate Cormela by paying {1} and tapping it, adding {U}{B}{R} that can only be spent to cast instant and/or sorcery spells. Cast Heat Shimmer by paying {2}{R}. Runaway Steam-Kin triggers, putting a +1/+1 counter on itself. Resolve Heat Shimmer, creating a token copy of Cormela. Put the tapped Cormela into your graveyard due to the legend rule. Cormela dies, triggering itself, returning Heat Shimmer from your graveyard to your hand. Repeat.

    Commander Spellbook ↗
  • Runaway Steam-Kin + Cormela, Glamour Thief + Molten Duplication

    • Infinite black mana that can only be spent to cast instant and sorcery spells
    • Infinite blue mana that can only be spent to cast instant and sorcery spells

    15 decks on Commander Spellbook

    How it works

    Before you start

    You have an amount of mana available equal to three minus the number of +1/+1 counters on Runaway Steam-Kin.

    Steps

    If Runaway Steam-Kin has three or more +1/+1 counters on it, activate it by removing three +1/+1 counters from it, adding {R}{R}{R}. Activate Cormela by paying {1} and tapping it, adding {U}{B}{R} that can only be spent to cast instant and/or sorcery spells. Cast Molten Duplication by paying {1}{R}. Runaway Steam-Kin triggers, putting a +1/+1 counter on itself. Resolve Molten Duplication, creating a token copy of Cormela. Put the tapped Cormela into your graveyard due to the legend rule. When Cormela dies, it triggers, returning Molten Duplication from your graveyard to your hand. Repeat.

    Commander Spellbook ↗
  • Runaway Steam-Kin + Samut, the Driving Force + Seething Anger

    • Infinitely powerful creatures you control until end of turn

    Mana needed: 12 decks on Commander Spellbook

    How it works

    Before you start

    Your speed is at least 3.

    Steps

    If Runaway Steam-Kin has at least three +1/+1 counters on it, activate Runaway Steam-Kin by removing three +1/+1 counters from it, adding {R}{R}{R}. Cast Seething Anger with buyback by paying {R}. Runaway Steam-Kin triggers, putting a +1/+1 counter on it. Resolve Seething Anger. Repeat.

    Commander Spellbook ↗
  • Runaway Steam-Kin + Undead Sprinter + Phyrexian Altar

    • Infinite creature LTB
    • Infinite creature ETB
    • Infinite creature sacrifice triggers
    • Infinite death triggers
    • Infinite storm count

    Mana needed: 4 decks on Commander Spellbook

    How it works

    Before you start

    A non-Zombie creature has died this turn.

    Steps

    Activate Phyrexian Altar by sacrificing Undead Sprinter, adding {B/R}. If Runaway Steam-Kin has three or more +1/+1 counters on it, activate it by removing three +1/+1 counters from it, adding {R}{R}{R}. Cast Undead Sprinter from your graveyard by paying {B}{R}. Runaway Steam-Kin triggers, putting a +1/+1 counter on it. Repeat from step 2.

    Commander Spellbook ↗

Combo data from Commander Spellbook. Only combos of 2 or 3 named cards are listed.

Best commanders

Commanders whose abilities work with this card and share its colors, from what the cards do.

  1. Bright-Palm, Soul AwakenerBright-Palm, Soul Awakener puts +1/+1 counters on your creatures, which Runaway Steam-Kin can use.
  2. Zabaz, the GlimmerwaspZabaz, the Glimmerwasp puts +1/+1 counters on your creatures, which Runaway Steam-Kin can use.
  3. Aragorn, Hornburg HeroAragorn, Hornburg Hero puts +1/+1 counters on your creatures, which Runaway Steam-Kin can use.
  4. Miles Morales // Ultimate Spider-ManMiles Morales // Ultimate Spider-Man puts +1/+1 counters on your creatures, which Runaway Steam-Kin can use.
  5. Cayth, Famed MechanistCayth, Famed Mechanist proliferates, which Runaway Steam-Kin can use because it puts +1/+1 counters on your creatures.
  6. Casey Jones, Back Alley BruteCasey Jones, Back Alley Brute puts +1/+1 counters on your creatures, which Runaway Steam-Kin can use.
  7. Gallia, the MerrymakerGallia, the Merrymaker puts +1/+1 counters on your creatures, which Runaway Steam-Kin can use.
  8. Marchesa, the Black RoseMarchesa, the Black Rose puts +1/+1 counters on your creatures, which Runaway Steam-Kin can use.
  9. Grumgully, the GenerousGrumgully, the Generous puts +1/+1 counters on your creatures, which Runaway Steam-Kin can use.
  10. Kalain, Reclusive PainterKalain, Reclusive Painter puts +1/+1 counters on your creatures, which Runaway Steam-Kin can use.

View Runaway Steam-Kin on Scryfall