Captain's Claws

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Hero Legal
Heirloom Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Casual Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Oath of the Gatewatch (OGW) Rare

Combos Browse all

Tokens

Captain's Claws

Artifact — Equipment

Equipped creature gets +1/+0.

Whenever equipped creature attacks, put a 1/1 white Kor Ally creature token onto the battlefield tapped and attacking.

Equip

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Captain's Claws Discussion

MRDOOM3 on Allies required

4 weeks ago

Kabira Evangel is a nice way to get your swingers like Hada Freeblade and Oran-Rief Survivalist through. Kazandu Blademaster is one of the best swingy allies in my opinion. I also would consider a few Captain's Claws for more Rally triggers.

If there's still space, I also would suggest a few Ondu Clerics. With one on the field when you play another Ally, you'll gain two life. With two, you'll gain 6. With three, you'll gain 12. With a full playset, you'll gain 20. Lantern Scout and Talus Paladin are nice as well.

I personally would prefer Join the Ranks over Allied Reinforcements mainly because of the instant speed of it. If someone pulls a boardwipe on you, you can get two more Rally triggers in response.

You also could consider adding a slight splash of black so you can run cards like March from the Tomb.

Attila on E-quipomancer

1 month ago

For token creature generation:

Sword of Body and Mind, Captain's Claws, Moonsilver Spear

I think Bloodforged Battle-Axe is the only equipment to copy itself upon damage to a player.

Enganeer on 4-Color Ally Aggression

1 month ago

TheDuggernaught:Unintentional essay incoming.

In regards to Munda, more often than not a Kabira Evangel would secure a victory, and I'd gladly ditch my chance at topdecking a CoCo to dig for an Evangel. Virtually guaranteeing an ally etb per turn and getting a 3/4 haste is well worth it (bonus points against lantern control). Also, if a god-draw CoCo is truly your only out, you can choose not to activate his ability, or just pitch the cards on top. That said, it's still a 4-drop, so I'm always considering his place.

I agree, Aether Vial is superb, if absolutely nothing else, it protects turn 3 Kabira Evangel, but it does SO much more. Combat tricks, speeds up aggro, flexibility, I honestly think it would work better here than in Merfolk cause flash etb. Unfortunately, the cost has been prohibitively expensive, so I don't have any [so says he with 3 Cavern of Souls (I got them when they were $14)]. Every time it was suggested in the past, they were a minimum of $35 each, and I had no money. Now I'll watch the price and see if it drops with the re-print.

I have considered Expedition Envoy before and even made a deck oriented more around hyper aggro (Akoum Aggressors), but I'm not as much of a fan, as is that there is virtually no synergy. He provides no buff, he doesn't have haste, and his body's so lame he trades with mana dorks. However, I have often found myself casting 2-drops on turn 3, and being able to surge a Bushwhacker instead is thoroughly satisfying. I will test this variants with the Envoy and see how they fair.

I felt like Kor Bladewhirl was really just filling a spot for an actually good 2 drop ally since didn't actually put presence on the board. Metallic Mimic might just be the replacement I need. I will definitely test it out.

An older version of my deck used Mirror Entity to good effect. Unfortunately, it's too slow and weak. I found that your opponent tends to wait for you to sink the mana, then uses their removal, effectively wasting a turn you could have spent casting an ally. Lastly, I don't know what to do about Firemantle Mage, I want to put him in mainboard over Kor Bladewhirl, but that 1 extra mana slows him down. I want to put him in sideboard, but I don't know what to take out, I might remove Captain's Claws.

Thanks for your suggestions, I'll see how the different cards work out. As soon as I found out about Allies 4 years ago, they've been my favorite deck. Both of the Zendikar blocks are my favorite, even if I wasn't around for the first one, and while I was first very disappointed in the newer allies, some of the cards REALLY pull their weight. Namely Bushwhacker, Gideon, and especially the encampment.

Matador on Budget Boros Ally

1 month ago

I get that you want a budget/casual kind of deck, but most casual players make the mistake of trying to do a bit of everything in their deck which will end up doing nothing for the deck. My best advice for this deck is to include Anointed Procession. Yes its a bit expensive but with Captain's Claws its insane. With Akoum Battlesinger on the battlefield, the claw trigger will make 2 tokens and your creatures get +2/+0 including the already attacking tokens!

My additional suggestions would be to take out the 5 mana allies and focus on being aggressive. Cliffside Lookout isn't very good you rather have Akoum Battlesinger triggers instead so add more of those. Path to Exile would be more ideal for removal but that depends if you want to pay for it. Anyways I hope this helps.

Pygmyrhino990 on Swords of might !!

2 months ago

Yes speed, yes fast, yes strong, no cards!

What I see missing is simple card advantage. By smashing out so many cheap artifacts and equipping them for so little, you leave yourself with too much mana at hand, being a wasted resource. What I recommend adding is Sram, Senior Edificer to make the number of equipments you have increase dramatically, and then reduce the number of each of the swords and increase variance in which equipment you include, because having multiple of each keyword ability is useless and is wasted space.

Considering you are playing voltron, a format I have played previously (check out my Wait a second, Cats don't have opposable thumbs? deck), you either want more trample options, or Rogue's Passage to slide in the winning damage.

As for equipment recommendations I strongly recommend Moonsilver Spear, Argentum Armor and Captain's Claws. There is severe underestimated power in playing a mixture of go wide and go tall deck, which voltron has the option of doing so well.

You also need a good voltron target, a creature which benefits strongly from being equipped. I prefer Balan, Wandering Knight and Kemba, Kha Regent as my voltrons.

zezgotpwned on The Allies Harden Their Scales

2 months ago

Hey WynkenBlynken! I've been looking at your list a lot actually, and you've convinced me to drop red, and go abzan - I really like the flexibility having push and decay provides, plus Drana is always pretty sweet. Also, I've realised it's not THAT good as an aggro deck, and I think it'll work better at the mid-range level. I took my Miracle Gro - Moist Naya Allies to a recent PPTQ, and went 2-1-3, which isn't awful for my first PPTQ, but I think Abzan will give more staying power against the decks that perform well against the allies...

I'm going to drop the Jwari Shapeshifters in favour of a hopefully more consistent mana base, and have slotted in a couple of Captain's Claws which I have found really good!

Seeing Aether Vial spoiled for Iconic Masters also incentivises me to pick up 3 or so when they drop in price, because flashing in evangels will be huge - I'm also keen to see how Renegade Rallier works out, but I think I'll need more fetches to make him work well...

For the moment, check out All-in Abzan Allies if you fancy - I'd love to hear your suggestions! I like the suggestion of Gavony Township especially, and would much rather have it than Nissa, although if I were to run her, I'd go 2 of each, and slot in a couple Oath of Gideons for even more ally drops, and more powerful walkers!

bobgar on Kor Equipment Combo (Korios)

2 months ago

Hey Airakk! Thanks for the comments!

I found this deck relied heavily on its tribal synergies, which is why I consider it a tribal deck. The main win condition is to use Armament Master as a Kor lord to pump up your other kor creatures, though it certainly occasionally wins with just the kor-equipment synergies.

You are correct, you don't play your 0-mana equipment until you have a draw engine online in most cases. With a 0 cost equipment, unless you plan on equipping it immediately there is rarely a reason to play it. The deck can put out lethal pretty often turn 3, and ideal draws look like T1 Kor Duelist or Kitesail Apprentice, T2 Puresteel Paladin, T3 dump 5-10 0 mana equipment and play a Armament master, equip most of your stuff to Armament Master for free with Puresteel and swing with one of the two other creatures for 20+ damage. Puresteel gives you a bit of extra mana with Paradise Mantle, so you can often play both Armament Master and a Cranial Plating or Captain's Claws turn 3, or a couple Bonesplitters.

Sorry you find the deck Meh! I think you may not understand it well, or may not have tested it significantly. I don't think it is the most competitive deck in modern, but in my experience it is quite powerful and surprisingly consistent and I think given the synergies it would be strange to not consider it a Kor tribal deck.

That being said if you're looking to make it more tribal, cutting Sram for some more Kor synergy cards will do that, and the deck will still perform quite well I think! As GodTierPancake pointed out Stone Haven Outfitter is a nice fit!

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