Clear Shot

Legality

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

Shwang on Swole Renegades

3 days 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!

Maskirovkas on Mono Green Stompers (Creatures = Card Draw!!)

6 days ago

So just a minor update on this deck, in it's current build.

I tested this deck in a 4-Way match with some friends, 2 were standard, and 1 was a modern decks and this deck mopped up. The other decks were a W/B Deathtouch (modern), a U/R prowess burner deck, and a mono green energy deck.

The mono green deck was the hardest to take down, as he was able to bring out a bunch of creatures quickly, but I out paced him and was able to nuke some of creatures thanks to Clear Shot. But Trample won out in the end. The W/b deck got mana screwed, but ultimately, I think he would have given me a run for my money. While the U/R Prowess deck was playing a bit conservatively, as we all were in a multiplayer game, but he would not have been able to burn down my big guys quickly enough to survive my onslaught. I took them each out, one turn after another.

So the deck works just as well as I was hoping it would.

It's a simple premise, with a simple play style.

Mr_Radical on Deathtouch Abuse

6 days ago

Always a fan of deathtouch themed decks, +1. Here are a few suggestions:

-4 Pharika's Chosen, +4 Ruthless Ripper

-4 Deadly Recluse, +4 Narnam Renegade (rely on removal to deal with flying)

-4 Runechanter's Pike, +4 Sharpened Pitchfork (unless you add more instants & sorceries)

Since deathtouch applies to all damage a creature deals, Nature's Way and Rabid Bite can be just as effective as Murder if you don't mind trading instant speed for 2cmc; Clear Shot's an option as well. Fighting (Prey Upon, Pit Fight, Ulvenwald Tracker, Setessan Tactics) also has the same effect.

There's also something to be said for swapping a few equipment cards out for Midnight Charm so first strike comes as a surprise.

Adamram1985 on B/G Fun with deathtouch (3-1 at FNM)

1 week ago

I have a death touch deck as well if you care to take a look definetly going to try and add Clear Shot here is mine if you wanna see it do not ask for whom the bell tolls

Maskirovkas on One hit killz

2 weeks ago

I just ran this through a couple of playtests, and I think this is a pretty solid foundation build.

Pretty nice take on mono green creature destruction, utilizing deathtouch and all. The one thing that would throw a wrench into that is hexproof. To get around that, I'd like to suggestions Bonds of Mortality, at least as a sideboard contender.

As for Grapple with the Past, in the few playtests I ran on this, most every time it came up, I was throwing away non-creature spells more than anything else, and not getting anything back. Perhaps dropping it from 4 to 2 copies? But perhaps you had better luck with pulling creatures and such in a real game, where your creatures would die more readily than a one sided playtest. But having x4 Grapple with the Past and x4 Pulse of Murasa together seems a bit overflooded in creature return.

You might have some better luck throwing in a few more "my creature deals damage to your creature" type cards, like Clear Shot, Rabid Bite, and Nature's Way. All three of those cards allow your creature to deal its damage to another creature, and triggering deathtouch, but without taking damage in return, and thus increasing their longevity, AND are 3 CMC or less.

Additionally, Nature's Way would allow your beefed up Tireless Trackers (beefed up from all the clues you can sacrifice) to bypass most chump blockers via the newly acquired Trample.

But, as I started earlier, I think this is a pretty solid build for a fun deck to play. A friend of mine has an EDH deck with the same idea, utilizing "ranged" deathtouching, and he has a lot of fun with it.

Keep up the good work!!

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

2 weeks ago

jparker-sartori21, why use Prey Upon when Clear Shot (instant speed and buffs the target creature by +1/+1 until end of turn) and Nature's Way (sorcery speed but until end of turn gives my creatures trample and vigilance) do exactly the same thing only without losing my creature in the process? To me, that's worth the extra mana cost.

Aether Poisoner isn't at all bad in this particular deck. Nearly every opponent chose not to block when it attacked and I generated a 1/1 servo token-- 2 creatures for 1 (after a couple of hits with it, then it is usually blocked so I get the servo pretty much every time I play it). It has deathtouch-- which is precisely the theme of this deck-- and it was absolutely great in this deck. It was a fantastic target for Clear Shot and Nature's Way, and it was good for Pathway Arrows this afternoon when I was tinkering with that. Solid card for the particular strategy employed in this deck (see Deck Strategy, above).

As I had mentioned to the person commenting before you, delirium (like revolt) is something that either needs entire commitment or it should be ignored and just be happy if it accidentally happens. I have chosen the latter strategy. I get a 1/1 with deathtouch for a single . That's just perfect for this deck. Grim Flayer is an awesome card, but not a great fit for this deck because I very intentionally want deathtouch creatures. I do have Drana, Liberator of Malakir and Kalitas, Traitor of Ghet in the deck as non-deathtouch creatures, but (in my opinion) both are better for this deck than Grim Flayer. I love Kalitas, Traitor of Ghet for so many reasons, and the lifelink is one of them. Drana, Liberator of Malakir flies and can get counters on creatures, and that's amazing. She's also the first one out when I hit removal heavy decks because she's a lightning rod for removal, but otherwise she's great.

Thanks for the suggestions!

BioProfDude on Winding Gears (Jund Constrictor)

2 weeks ago

Spinifex, I didn't actually have this problem, but I now understand what you mean. What you describe was only tried once and I answered with Blossoming Defense. Fatal Push really only works on creatures up to CMC = 2, and I know people argue up to 4, but that's only if the person casting manages to get the revolt trigger. In my experience, the revolt triggers are far more difficult to consistently hit in decks like this, so I only try for that as a last resort or if I get it out of dumb luck. I would rather clear a creature before I attack, not wait to lose one of my own. There are only so many cards that can reliably used for revolt (e.g., Evolving Wilds) before the deck starts to get slowed down (Evolving Wilds does slow down a deck).

Clear Shot and (it's slower, sorcery speed cousin) Nature's Way can take out very large creatures with very large CMC (think gearhulks, whales, bigger Eldrazi, etc...). This combo is extremely effective, at least in the meta of my local game store (3-1 at FNM with my version of this deck).

Spinifex on Winding Gears (Jund Constrictor)

2 weeks ago

It is a 2 for one if your opponent kills your creature in response: you lose two cards (the creature and Clear Shot) for his removal spell. If you do manage to use Clear Shot, you still have used 3 mana to do what you generally only need 1 (Fatal Push).

If it works for you, fantastic. But it's only a matter of time before you lose a game because your opponent kills your creature in response.

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