Captain's Claws

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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Trade

Have (1) metalmagic
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Printings View all

Set Rarity
Oath of the Gatewatch (OGW) Rare

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Tokens

Legality

Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Pioneer Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Captain's Claws Discussion

abby315 on United States Marine Kor | Akiri, Fearless Voyager

1 month ago

I have almost zero suggestions because I never run Equipment decks, just want to point out that Akiri's ability triggers for each player you attack, so ideally you have 4 creatures attacking 4 different opponents. I like that you put in the living weapon Equipments for this reason! Maybe Ancestral Blade would be a good fit as well? Captain's Claws is a little underwhelming but it helps gets tokens on the field for future turns. Alternatively, Kemba, Kha Regent.

Here are a few options that might help you get through any defenses:
Break Through the Line
Key to the City
Signal Pest
Subira, Tulzidi Caravanner
Wings of Hubris

Also, this is a good time to pick up Stoneforge Mystic and play it.

I second the above comment, also: the new auto-equip cards seem really good. I don't think we've seen the red one, but the white one seems like it fits the bill.

FormOverFunction on TMNT

3 months ago

Could use some Captain's Claws for The Shredder!

darkdexterminate on Hello Happy ally enchantment :)

4 months ago

I find your build interesting. I think 3x Captain's Claws are too many. You could consider introducing Oath of Gideon, Lantern Scout, Throne of the God-Pharaoh or even Retreat to Emeria. You could algo blow up a copy of Sun Titan or even Captain's Claws to add another gideon. Just test it.

Swilliam on R/W hammer time

5 months ago

Mask of Immolation seems better than Ancestral Blade here, considering you can blow up a smaller creature with it in aggressive matches or get in an extra point of damage. Once you sacrifice the elemental token, you can equip it to one of your creatures for free. If you ever get in situations where you are one point of damage away from lethal, it can help. Also I'm pretty sure Stoneforge Masterwork, Captain's Claws, or another copy of Shadowspear would be better options here than Sword of the Animist.

Blackheart426 on All Systems Online - Elesh (Retired)

7 months ago

This looks like one fun deck! For your consideration, you may want to take a look at Phyrexian Rebirth and Martyr's Bond as additional removal. Blinding Light can open up the field for a big swing, and if you have True Conviction on the field, it's really going to hurt. Captain's Claws might be good sideboard card to make more tokens. Keep up the great work!

Snake_Oil on Cohesive Courage [Ally Aggro]

1 year ago

Kor Bladewhirl and Serene Steward are both cards that rely upon others to be good -- just as you pointed out the cohorts are -- and frankly neither has a good enough effect to justify including here. Steward gets me one counter for one mana when a Cleric flickers, as opposed to Hada and Kazandu each getting counters for free. Bladewhirl is slightly better but if I have protection I can block without fear anyway, I wouldn't need first strike -- And those being there means I don't have a flicker spell.

As for Eerie Interlude , while you point out that modern is heavier on spot removal than boardwipes, they do exist in the meta -- Maelstrom Pulse for one, which is a killer outside of a singleton format. There are also auras, bounce spells, burn spells and the like. Flickering a couple of creatures for lifegain, protection and pumping is a better solution than just having more creatures.

Tormod's Crypt is fair enough, but it doesn't stop cards from being targets in the graveyard -- Exiling a graveyard is a last resort instead of the utter intent. The sideboard is up in the air, so I'm not discounting it at all.

Captain's Claws are quicker than some equipment and the tokens coming in are an absolute boon with allies -- If you're drawing lands, you still get the ally triggers when you attack; Protection and Lifegain guaranteed every turn.

Allies are symbiotic; They do rely on each other to be effective. While the advice on that player gave you might be correct most of the time, here it's the complete opposite. Modern isn't as loose of a format as EDH -- Where you have room to experiment and have fun with creature choices, especially with Tazri where you can get the best of all colours and have a searcher on tap -- what works there rarely works here. Modern is about mastering the curve and cost effective choices; Seizing and maintaining the board early.

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