Skullclamp

Legality

Format Legality
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Commander (2016 Edition) Uncommon
Commander 2015 Uncommon
Commander 2014 Uncommon
Vintage Masters Uncommon
MTG: Commander Uncommon
From the Vault: Exiled Mythic Rare
Darksteel Uncommon

Combos Browse all

Skullclamp

Artifact — Equipment

Equipped creature gets +1/-1.

Whenever equipped creature dies, draw two cards.

Equip

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Cardhoarder (MTGO) 18%

0.71 TIX $0.08 Foil

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Skullclamp Discussion

Lilbrudder on The Deckwatch [Home Base]

2 days ago

Yeah without all the expensive mana positive rocks its like that. Its definitely worth a spot either way. Im curious why no Masterwork of Ingenuity. Double Skullclamp, Sword of Fire and Ice, or Batterskull is flat out ridiculous.

LoneCrusader399 on By Any Means Necessary

2 days ago

Skullclamp, Cathars' Crusade, and Reconnaissance feel like must haves in this deck. They all synergize with your main strategy and/or help to enable it.

Recruiter of the Guard, Karmic Guide, Viashino Heretic, Anarchist, Selfless Spirit and Iroas, God of Victory are creatures that would fit in quite well with your general strategy.

Instead of Mizzium Mortars and Cerebral Eruption as boardwipes; Wrath of God, Terminus, Toxic Deluge or Blasphemous Act would be better.

I would actually play Sorin, Solemn Visitor over Sorin, Lord of Innistrad as Solemn Visitor's + ability is something you want more than either of Lord of Innistrads abilities.

Enablers like Buried Alive, Victimize, Oversold Cemetery and Viscera Seer will help you to ensure you have things in your graveyard to abuse.

Your also lacking good finishers and Alesha tends to lean towards combos. For example, any sac outlet with Murderous Redcap and Anafenza, Kin-Tree Spirit will infinitely ping everyone.

Workman4137 on Meren Makin' Mana

2 days ago

I can see a buttload of potential for this deck. It does lack in card draw. I would use a Skullclamp for the little guys. Especially on Viridian Emissary and such. Another thing to potentially add for some more controlling ideas is Vorinclex, Voice of Hunger because you get double mana and everyone is shanked in the kidneys with it!

Another thing I've been wondering is "what are you going to do with all that mana meren makes"? Why not just dump it all into one thing just because you can have a mana dump. A great suggestion would be a Hydra Broodmaster or one of the other X hydras.

One that I've actually been thinking about is an artifact called, Planar Bridge because that's any permanent straight onto the battlefield.

Loco-Motive on Meren's So Damn Good in the Sac

3 days ago

Mortiferus_Rosa, there was never a solid commitment to going the route of tokens. Never a plan that required them from the start...just a manifestation of certain strategies that came together as such.

Very rarely does this deck win off of total Commander damage kills or attacking until life is at zero. The majority of the time, my wins come out of locking up the entire board through sac and attrition. So initially, tokens ended up being good blocking fodder until strategies manifested...then tokens became a more efficient way to get that Experience Count up faster...then finally, certain components of the deck used tokens crazy-efficiently.

I suppose it started with Awakening Zone, which I will always find to be an auto-include in any Commander deck running Green. The exponential mana / chump blockers are a no-brainer, especially when it comes to increasing Commander cast costs.

Things that produce tokens, but were added for their overall efficiency and not so much tokens specifically, were things like Grave Titan, Creakwood Liege, Wurmcoil Engine, etc...

Then things started coming into play that used tokens so well, or relied on them, such as Eldrazi Monument, Skullclamp, Ashnod's Altar, Attrition, Birthing Pod, etc...

Finally, it all came together with additions such as Butcher of Malakir, Grave Pact, Dictate of Erebos, etc...to completely lock out multi-player scenarios. This has been the usual way in which games are ending with this deck.

That's not to say that I only sac tokens and forego getting quality card creatures into the 'yard that I can bring back with their ETB's using Meren, but it gives me options.

Hope that gives you a good window into the mentality of the deck's construction thus far. The deck's gone through roughly 8-mos of metamorphosis...heavy in the beginning and certainly slowed recently as its been pretty well-tuned by the conversations here with the community.

InnistradAngel on Nin, the pain artist artifact build

4 days ago

Cuts:Illusory Ambusher

Cathodion

Chasm Skulker

Jaces Archivist

Willbreaker

Prophetic Prism

Divination

Treasure Cruise

Adds:

Darksteel Citadel

Beguiler of Wills

Arcbound Reclaimer

Proteus Staff

Myr Battlesphere

Thousand-Year Elixir

Izzet Keyrune

Skullclamp

Vicious Shadows

PookandPie on Tribal Vamps

6 days ago

So, I just have a few suggestions real quick, but they are going to require 10+ cards in the deck to be changed.

First, this deck has a fairly high average mana cost, but only 31 lands. Less than 1/3rd of your deck is mana producing land. You'll want 36 land, at least, plus mana accelerators like Rakdos Signet. Even my more casual decks, like Ghave: Baby Makin' and Alimony, uses 35 lands plus 15 cards that ramp or can function as ramp- for a total of 50 cards that care about mana. This results in a deck that always has the mana to make its strong plays and develop early.

Now, I know what you're thinking. "Pook, don't you flood a lot having half of your deck devoted to mana production?"

No, I don't. Not with a Commander that has an activated ability, not with lots of mana hungry cards that, once they hit the table, I win. Your Commander also has an activated ability. A very powerful one. You're going to want the capacity to activate her throughout the game in order to change the flow of it-- someone not paying attention and swinging a Blightsteel Colossus at you isn't a big deal if you have 7 mana and Olivia on board (stealing creatures during combat is the best). Notwithstanding, you want Olivia to get big because it only takes 21 damage from her to win you the game.

You don't have to go that far into it, though. Simply having 36 lands + some number of mana rocks to smooth your draws so you are forced to mulligan less would be ideal. For this reason, I suggest these cuts:

Your worst creatures, like Twins of Mauer Estate, Falkenrath Reaver, Furyblade Vampire (he's not good. Spending a card for a minor damage boost isn't great in a multiplayer-centric format where life totals are 40), etc.. Put lands in their places, dropping at least 5 cards.

Other cards that can be cut because they're not great in Commander- Eliminate the Competition (Hex exists for 1 mana more, and doesn't make you sacrifice 6 creatures to play it. Also, it's not very good and no one runs it, so EtC is even worse in comparison). Fiery Temper is meh, 3 for 3 damage isn't exactly great in 40 life formats. Sure Strike (Loxodon Warhammer is better because it sticks around for longer than 1 turn and gives evasion, for example). Voldaren Duelist. Ravenous Bloodseeker. Markov Crusader.... honestly, there's a lot of creatures that could probably be dropped for more efficient ones, but dropping about 6-10 cards for the following will help:

Sol Ring, Rakdos Signet, Talisman of Indulgence, Worn Powerstone, Darksteel Ingot, Commander's Sphere, etc., would be a good start. Ones like Coldsteel Heart, Charcoal Diamond, Fire Diamond, could be useful if you needed even more mana rocks.

Once you get your mana base settled, the deck should start rolling more smoothly and you can see what you're able to do with it. Adding more draw (Phyrexian Arena, Skullclamp) would be important, more tutors are always helpful, and fun stuff like Contamination and Bloodghast could keep your opponents from interacting with you while you beat them down, etc., but I'll save that for another time once your mana situation is sorted, as that's a far larger issue right now (not having mana = you can't do anything, after all).

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