Knacksaw Clique


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadowmoor (SHM) Rare

Combos Browse all

Knacksaw Clique

Creature — Faerie Rogue


(1)(Blue), Untap: Target opponent removes the top card of his or her library from the game. Until end of turn, you may play that card.

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Knacksaw Clique Discussion

Geoffercake on Experiment Kraj: Blob of Activated Abilities

1 month ago

Deck looks good, I like the Hellkite, I'm gonna make two lists of suggested cards, one for combo pieces and one for value.


Viridian Joiner


Sage of Hours


Knacksaw Clique

Gyre Sage

Devoted Druid

Karametra's Acolyte

Walking Ballista

Bloom Tender

Doubling Season

All of these I would 100% want in the deck


Jodah's Avenger

Fathom Mage*** 100% want

Quest for Renewal

Rampant Growth

Farseek* good with a breeding pool

Nature's Lore


Praetor's Counsel

Llanowar Reborn

Simic Manipulator

Chord of Calling

Seedborn Muse* I know this is expensive now but it's strictly better than Murkfiend Liege

Sage of Fables

Heroic Intervention* better than some of the janky +1 counter regen stuff

Nissa, Voice of Zendikar

Uncage the Menagerie* Not 100% on this one but there's some 2 card 2 drop combos with Kraj

The stuff I'd recommend dropping are cards that aren't combo pieces, removal/protection, ramp or card draw/tutors. Cards like Nissa (that I recommend), master biomancer and forgotten ancient are good for getting the combo going, so I'd slot them in last if you've filled the combo piece etc slots. Kruphix, for example, doesn't offer anything to this deck.

Dreadius on Lets Pretend We Don't Have A Combo!

1 month ago

Corrosive_Cat, I'm not aware of any combos with Krark-Clan Stoker, but it would be interesting if it hadn't to tap for activation, I think Gilded Lotus is just better mana abilities. Crackleburr would be dead card most of time, I reraly have more than 1 creature on board. I didn't focus on stealing opponents cards, it definetly can be cool, but cards like Knacksaw Clique usualy require colours off your own commander. And I would leave Pyromancer's Goggles for more spellslingy deck. But thanks for your suggestions, theese all are interesting decks, but maybe for another deck=)

Corrosive_Cat on Lets Pretend We Don't Have A Combo!

1 month ago

You thought about stuff like Crackleburr, or Knacksaw Clique? Infinite combos I'm sure with some of that stuff, like with Krark-Clan Stoker or something similar?

Plus Pyromancer's Goggles could be crazy.

Quazzle on The super-synergy deck

3 months ago

Thank you for the suggestions.

Shapers of Nature is to be tested, but I think it's just going to be an expensive version of Zameck Guildmage.

My playgroup has a house rule which doesn't allow taking more than one extra turn in a game, so sadly Sage of Hours isn't going to be in the deck. The combo does work, and goes infinite as long as Experiment Kraj can get five counters each turn (the copied ability of Sage of Hours on Kraj gives Kraj the ability to remove five +1/+1 counters from himself to take an extra turn, so that gets pretty devastating really fast).

Viridian Joiner is a really nice one! I'll go playtest it, and it probably is going to make it in the deck (it's better than most mana dorks that are already in it).

Kruphix, God of Horizons is a really good card, but I wonder if he does enough in the deck. Although he's never really a dead card, most of the time the effect is not as great as I first thought it would. Maybe he goes in the deck sometime, but for now, he's not going to make it in.

Jodah's Avenger and Elvish Aberration were both considered for the deck once (Elvish Aberration even was in the first version of the deck), but both didn't make it to the deck ultimately because they are too expensive for what they do. They have nice abilities, but I prefer cheap creatures with scaling power through the game or more expensive ones with big, splashy effects. Also, at the time, there were way too much 6-drops in the deck, so only the best could stay (more than 20 cards were 6-drops, of which one was my commander).

Training Grounds doesn't do as much in the deck as you would think at first. Most activated abilities are very cheap and have no generic mana. The creatures that do get affected are Gilder Bairn, Arcanis the Omnipotent, Duskwatch Recruiter  Flip, Fertilid, Heroes' Bane, Jolrael, Empress of Beasts, Knacksaw Clique, Pili-Pala, Plaxcaster Frogling, Shaman of Forgotten Ways, Simic Guildmage, Spike Tiller, Spike Weaver, Ulvenwald Tracker and Vigean Graftmage. Those seem like a lot, but it's only a small third of the creatures (15 total), and some of the affected abilities are either only reduced by , or not used that much. If Training Grounds would be cheaper prise-wise though, it would easily have made the deck.

Again, thanks for the time you took to help me with the deck.

Jagd_Tallgeese on Oona is Love, Oona is Life.....

4 months ago

A number of changes to report for the deck! I added a potential infinite combo involving three pieces. Deepfathom Skulker has been removed for Paradise Mantle. The mantle is used for Knacksaw Clique which has replaced Monastery Flock to continuously pay for its own ability. Heartstone is used to make the cost cheaper. Returned Centaur is removed in favor of Rhystic Study.

RazortoothMtg on Looking for creatures tha benefit ...

4 months ago

Steel Hellkite, maybe Thundering Spineback, Scavenging Ooze, Deadeye Tracker, Arcanis the Omnipotent, Soul of New Phyrexia, Soul of Ravnica, Soul of Zendikar, Soul of Innistrad, Fertilid, Cryptbreaker, Geth, Lord of the Vault, Kalitas, Traitor of Ghet, Cemetery Reaper, Silklash Spider, Drana, Kalastria Bloodchief, Kalitas, Bloodchief of Ghet, Memnarch, Thrasios, Triton Hero, Polukranos, World Eater, Chameleon Colossus, Heroes' Bane, Viral Drake, Ant Queen, Champion of Stray Souls, Sphinx of Magosi, Stitcher Geralf, Oviya Pashiri, Sage Lifecrafter

Ruthless Knave has to have a way to go infinite with Training Grounds but I'm not sure how.

Magus of the Coffers goes infinite even without Training Grounds, but grounds does make it even better. Same with Palinchron.

Deadeye Plunderers + Training Grounds + Parallel Lives + Marrionette master is infinite damage. Replace Parallel lives with Doubling Season/Primal Vigor, or replace Master with Disciple of the Vault.

Deadeye Navigator would go infinite with a creature that produces 2 or more blue mana and a haste enabler, such as Concordant Crossroads. Kind of clunky as a 4-card combo, but it's on theme. ALso deadeye is just good to protect from removal.

Also Paradise Mantle + Pili-Pala + Training Grounds is infinite. You can replace Pili-Pala with Knacksaw Clique as well.

Remember with these infinite mana combos that infinite mana means infinite Tasigur activations, so you draw your whole deck, and you can mill everyone out with infinite Reality Shifts, which is a good removal spell on its own.

Mandalorian on Experiment Kraj: Mr. Steal Yo' Bitch

7 months ago

Chromatic Lantern for more Joiner Adept effects. Same with rocks like Fellwar Stone.

Dismiss into Dream, Devoted Druid goes infinite with some stuff like Hardened Scales, Krosan Restorer, Knacksaw Clique can untap your Kraj but with upside and more utility than cards like Simic Ragworm, same with Pili-Pala, Sage of Fables.

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