Skullclamp

Skullclamp

Artifact — Equipment

Equipped creature gets +1/-1.

Whenever equipped creature dies (is put into the graveyard from the battlefield), draw two cards.

Equip

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Printings View all

Set Rarity
Commander 2020 (C20) Uncommon
Mystery Booster (MYS1) Uncommon
Commander 2017 (C17) Uncommon
Commander Anthology (CM1) Uncommon
Commander 2016 (C16) Uncommon
Commander 2015 (C15) Uncommon
Commander 2014 (C14) Uncommon
Vintage Masters (VMA) Uncommon
MTG: Commander (CMD) Uncommon
From the Vault: Exiled (V09) Mythic Rare
Darksteel (DST) Uncommon

Combos Browse all

Legality

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

Latest Decks as Commander

Skullclamp Discussion

BenWin on [[Primer v3.5]] - OM_RATH!!! (M21 Update!!!)

1 day ago

VexenX, I love the new conversation sparked by Zendikar Rising! When deck-building or adding new cards, I think it's important to revisit our win-cons. As it stands, I believe your deck has two types of win cons: burn and creature overrun. Ever since the removal of Akroma's Memorial and addition of Fiery Emancipation, I've come around to the fact that Burn is a more competitive win con. Would you disagree?

Next, since Omrath runs little removal, I believe that we should be in the mindset of designing a deck that works towards its strengths more than patching its weaknesses. This way, our goal should be to put pressure on our opponents and win as quickly as possible. You can see where I'm going with all this, as I am suggesting cuts to creature overrun enhancing cards and keeping/adding burn enhancing cards.

A few comments on your new card update post:

1) I 100% agree with Valakut Exploration. Although card draw is neat, you and everyone else on this page may be underestimating just how good the burn value can be! Because the damage is dealt to "each" opponent, we have a mini Purphoros, God of the Forge on our hands. Since Valakut Exploration burn is triggered by landfall, it works especially well with - you guessed it - Burgeoning + Ghost Town! And the more creature overrun enhancing cards like Doubling Season we slot out for cheaper draw-into-hand cards, the more smoothly Burgeoning works in the deck just by itself. And the more cheap draw-into-hand cards we have in the deck, the more likely we are to cast the cards we draw off of Valakut Exploration. Ahh!!! Okay rant done.

2) I feel like slotting out Perilous Forays is crazy talk. Other sac outlets need Omnath, Locus of Rage AND creatures to sac to take effect. Perilous Forays only needs Omnath, Locus of Rage in play - plus an upside of comboing off - plus an upside of working towards the burn win con.

3) I can see slotting out Force of Vigor. It is a flex card after all. Personally, I think 0 mana removal is too broken to cut through.

4) Ancient Greenwarden may be a godlike card, but I'd like to play devil's advocate and remind you that it is both expensive and plays towards a creature overrun win con just like Doubling Season. I respect and even back your choice to add this card, but I think it's just a little clunky and on the for-fun side.

5) Isn't Roiling Regrowth a strictly worse Springbloom Druid? Not that I'm against adding more cheap mana ramp, but I would personally add Springbloom Druid back first. For the record, I do agree with Ranger's Path being on the chopping block. Same goes for Migration Path. On paper they look just fine. In testing, I'd be happy to see one or both go.

6) I'm worried that Nahiri's Lithoforming may de-ramp us in some games resulting in an autoloss. The risk is too high for this card in too many hand states in my opinion.

7) I think Moraug, Fury of Akoum is a great reason to be back IN for the creature overrun win con. However, it benefits greatly from Doubling Season effects and doesn't synergize at all with Where Ancients Tread or sacrificing effects. This once again comes down to priority of win cons. If we're more in burn, which I personally believe us to be, than I would recommend against this.

Next, I'd like your thoughts on a few cards as additions to the deck if you wouldn't mind!

1) Full credits to _Arra_ and Rasaru (at least): Add Sekki, Seasons' Guide + Tooth and Nail. As explained by Rasaru, the combo goes as follows:

1) Play Tooth and Nail, paying it's entwine cost (9 cmc total - which is nothing for this deck)

2) Search for Sekki, Seasons' Guide and Terror of the Peaks

3) When they both hit the battlefield, Terror will see Sekki and trigger causing 8 dmg to a target. In this case, point that damage right back at Sekki.

4) Sekki will lose all of it's counters, creating 8x 1/1 faeries and going to the graveyard.

5) Terror sees these 8 faeries coming in, pointing this 8 damage at a player's face.

6) Then sac all 8 faeries to bring Sekki back. (Sekki's last ability is played from the grave)

7) Rinse and repeat for an infinite damage combo.

In my opinion, adding 1 card to the deck, Sekki, Seasons' Guide, isn't a tall ask for an extra infinite combo in the deck. We already have creature tutors, so Tooth and Nail isn't even required. But after the addition of Sekki, Seasons' Guide, adding 1 more card, Tooth and Nail, instantly wins us many games when we draw it for just 9 mana. Not only do I think you could cut Craterhoof Behemoth for this combo but Craterhoof Behemoth works towards a creature overrun win con, so I'd argue it's on the chopping block anyways! You could use Avenger of Zendikar and Purphoros, God of the Forge as backup Tooth and Nail targets for the burn win con. To take this one step further, with the addition of a card that can win us the game if resolved, why not run Gamble? Twice the chance to draw into a quick and easy win con with added upside of 1 cmc and flexibility.

2) Thoughts on Skullclamp? I think it's a disgustingly good card for draw and we already have sac outlets to trigger it.

3) Thoughts on re-adding Sylvan Scrying? Ever since the removal of Tempt with Discovery, I've been missing nonbasic land tutors. Lets compare Sylvan Scrying to Rampant Growth. Rampant Growth gives us 1 mana ramp for 2 mana to use as early as turn 3. Sylvan Scrying at the very least does the same if we search up Ancient Tomb. And I think it has so much more upside if we draw it mid or late game too.

4) Thoughts on Sensei's Divining Top? I think it feels great to draw in opening hand and makes early game even more consistent.

Thanks for your time in answering my posts. I know they can be a little long!

CasualCucumber on Krenko Goblins!!!!

2 days ago

It seems your deck is missing some card draw so it doesn't run out of steam too fast. Now mono-red is a tough nut to crack regarding card draw - atleast I don't have much experience with it. But I would definetly cut Wily Goblin. You should look into cards like Magus of the Wheel and Skullclamp - with all your small creatures, a card like Mind's Eye might fit in.

These two goblins might interest you Reckless One and Skirk Fire Marshal.

Depending on your playgroup, you should look into some boardwipes/Removal like Mizzium Mortars.

I also see you have a lot of small pingers that deal small damage - maybe look into some equipment that gives deathtouch.

RomanNumeroDos on Hapatra V2.0

3 days ago

Synreth,Spidersilk Armor is a hidden tech in the deck but it screws over your card draw with Skullclamp. That's the major flaw with it but for the most part it has stopped people from attacking me. Deathtouch weenies are a nuclear deterrent

Snap157 on The soul at its highest

3 days ago

Hey, you might need a bit more ramp to push those angles out at a good pace. Mind Stone, Fractured Powerstone, Prismatic Lens, Worn Powerstone, Star Compass, Fellwar Stone, and Verge Rangers are all great options.

For card advantage, consider Mind's Eye, Palace Sentinels, Palace Jailer, Skullclamp, Infiltration Lens, Staff of Nin, and Sun Titan.

Also using fetch lands and Sun Titan, Faith's Reward, and Brought Back can ramp you. I would add in as many plains-fetching lands you can, as well as a Crucible of Worlds. Hope this helps!

multimedia on Atla Palani, Nest Tender

6 days ago

Hey, nice budget version of Atla.

You have three of the best cards with Atla: Mirror Entity, Skullclamp and Goblin Bombardment. Eladamri's Call, Open the Armory and Idyllic Tutor are tutors for one of these cards. Crop Rotation can tutor for High Market or Opal Palace. Palace is actually an important card with Atla because if you cast her with Palace then she gets a +1/+1 counter. Atla having a counter means she doesn't die when you activate Mirror Entity for zero turning all creatures you control into 0/0 Eggs. This is how you can take real advantage of Entity.

Some budget lands to consider adding: Ash Barrens, Battlefield Forge, Canopy Vista


Cards to consider cutting to add the tutors and lands: Rugged Highlands, Birthing Boughs, Dragon Egg, Crucible of Fire, Palladia-Mors, the Ruiner, Explosive Vegetation, Sunscorch Regent

Good luck with your deck.

Peoyogon on Ooooh SHIT! A rat!

1 week ago

Speaking from experience, I really think that Rat Colony is stronger in EDH than Relentless Rats. The fact that colony counts all your other rats synergizes so well with Marrow-Gnawer. The toughness limitation can actually help you too if you use cards like Skullclamp to get loads of cards, or Grave Pact/Dictate of Erebos to punish your opponents' boards. I also love that it's 2 Mana so it is very easy to flood the field with them. I do think that if you do prefer relentless, take out the colonies and go all in with them; in my own deck, I found that they compete for the same space so running both weakened their strengths.

You may also want to consider having some big mass recurssion to bounce back from board wipes. I really like Twilight's Call, Balthor the Defiled, and especially Patriarch's Bidding.

Good luck! :)

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