Clear Shot

Legality

Format Legality
Standard Legal
Frontier Legal
Commander / EDH Legal
Vintage Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Eldritch Moon Uncommon

Combos Browse all

Clear Shot

Instant

Target creature you control gets +1/+1 until end of turn. It deals damage equal to its power to target creature you don't control.

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Clear Shot Discussion

Argy on Steaming Tar Pit

1 day ago

Sweltering Suns has no interaction with Nest of Scarabs, unless I'm missing something. It doesn't put -1/-1 counters on any Creatures.

I would remove Cartouche of Ambition and Nest of Scarabs for Fatal Push/Magma Spray (meta call), and Grasp of Darkness. Two of the best removal spells around.

Supernatural Stamina is AWESOME. it's like having a Black Counter spell.

I like Nature's Way better than Clear Shot. Mostly because it's cheaper, but also because of the Trample.

Firebones675 on Snakes and Ramps

2 weeks ago

If you can get your hands on some I like Clear Shot better than rabid bite since it's at instant speed and using it mid combat can allow you to kill two creatures at once.

Chris3778 on Deathtouch Arrows

4 weeks ago

What you said I should take out Dead Weight and put in three Clear Shot

BioProfDude on Deathtouch Arrows

4 weeks ago

I think this looks pretty good, but I would strongly suggest at least 3x Clear Shot. You have no cards in the 3 mana spot and Clear Shot is instant speed-- which is occasionally very important. Note that Nature's Way and Rabid Bite are sorcery speed.

Look at it this way: you have some removal in the deck (Dead Weight), but what most people overlook is that Clear Shot and Nature's Way (and your Pathway Arrows) are also removal, and when using deathtouch creatures they are exceptionally effective removal. Thus, you can replace the Dead Weight with Clear Shot. I'm not against Fatal Push or Grasp of Darkness. Indeed, both are excellent for removal (so is Dead Weight in the era of +1/+1 counters, and now also -1/-1 counters!). They are good options for the sideboard, but getting a bit more of your main idea into the deck will be helpful.

Looking at your land, I would argue that 25 is too many for your curve. I would bet that you can pull off 23 (probably 22), and the frees up some space.

Don't bother trying for revolt or delirium very intentionally-- revolt is a bit easier to hit (e.g., with your 3x Evolving Wilds). Rather, just focus on the deathtouch aspect. Entire decks can be built around revolt and delirium. That's not your focus-- you are after good value deathtouch creatures, and if you happen to trigger revolt or delirium, so much the better.

Looks like you probably have enough artifacts in the deck to help Dhund Operative. If you're finding that you don't get the Dhund Operative's deathtouch activated enough, you might need to find a different deathtouch creature.

Hope this helps! +1 from me!

BioProfDude on B/G Fun with deathtouch (3-1 at FNM)

4 weeks ago

Wolfees, thanks for the suggestions! I have looked at Hapatra, Vizier of Poisons and that is in the maybe board. At this point, I'm unsure. It's a good card, but I don't yet know how it might fit. I'm tinkering with it for now.

I haven't yet had the problem of my creatures being countered, but I also haven't competitively played the deck since early March. It's possible the meta has shifted at my local store, particularly with the release of Amonkhet. That's for the heads-up as I will be watching more carefully for that. For you, though, if you're running across that, that's a viable option, as well as maybe Warping Wail in the sideboard to counter their spells back at them (which would require getting a few colorless mana into the deck).

I'm looking forward to tinkering with Rhonas the Indomitable. I don't think it will be too difficult to activate him. Between his boost ability, Blossoming Defense, and Larger Than Life (and Clear Shot gives a small boost!) I'm hoping he'll be activated enough.

I'm not going to try to splash white. That seems way too complicated. I have built decks around Odric and the first strike/deathtouch combo, and they're pretty effective. The problem is that opponents learn this very quickly and eliminate Odric quickly. However, it's been a while since he's been around in decks, so you might be able to catch people off guard. Feel free to splash and see if it works-- I' be interested to know!

Thanks again for the suggestions!

BioProfDude on Deathtouch Abuse

1 month ago

Prey Upon, ah yes, it helps if I fully read the card, eh? :-)

Nature's Way would actually work as I have stated (damage is one way, so it's not a fight card). Clear Shot is a bit more expensive, but it does buff the creature just a bit and is at instant speed.

Anyway, hope these suggestions offer you a bit to ponder! Good luck!

Firebones675 on DGF-1

1 month ago

Looks like a good start but you need to cut down on cards a bit. A commander deck needs to have 99 cards+ it's commander for 100 total. (if you want me to help you with suggestions on what to cut let me know)

Also just so you know Emrakul, the Aeons Torn and conspiracies like Sovereign's Realm aren't allowed in edh.

Also let me add to your problem a bit and suggest some things you might want to add.

Card draw: You have some already but I think you could use a few more. EDH games tend to go on a lot longer than other formats. This means that you will soon run out gas in hand and be reliant on topdecks. This is where card advantage comes in. Cards that allow you to draw more than 1 card are good ways to restock your hand.

Board wipes: Sometimes the game gets out of hand and you just need a reset button to take care of the scary things your opponents are doing. I usually like 2-3 in my decks. Blasphemous Act is one of my favorites in your colors. Earthquake is easy to power out with your commander.

Noncreature removal: Artifacts and Enchantments are also pretty common and its important to have a few answers to them. I'd in a couple more than what you have.

Creature removal: In almost every edh game you play, your opponents are going to cast creatures you need to get off the board, and fast (Rabid Bite, Clear Shot, Duplicant etc). You could pick things with x in the cost like Banefire too to get value out of your cammander. Things like Beast Within and Song of the Dryads can also hit noncreatures.

Shwang on Swole Renegades

2 months ago

Does Panharmonicon make Scrounging Bandar come into play as a 4/4? I would have thought, since it says "enters the battlefield with" instead of enters the battlefield, add" that it wouldn't, but I'm not sure.

I'm not sure how your deck plays, but I would think with 20 lands that cards like Aid from the Cowl and Call for Unity would just sit there in your hand a lot, or the game would be over before you could play them. I would probably replace those with cards that you would be able to play early, since you deck looks like it gets going pretty early.

Consider adding some removal other than the 2 Immolating Glare. Stasis Snare is a reliable way to get rid of annoying cards that keep coming back, like Scrapheap Scrounger. Or else Clear Shot is a good way to take out some pesky creatures instantly, and works well with Narnam Renegade.

Looks like a fun deck! Could be a pretty fast one too!

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