Skullclamp

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Skullclamp

Artifact — Equipment

Equipped creature gets +1/-1.

Whenever equipped creature dies, draw two cards. (Dying is being put into the graveyard from the battlefield. Tokens enter the graveyard before they cease to exist.)

Equip (: Attach this to target creature you control. Equip only as a sorcery. This enters the battlefield unattached and stays on the battlefield if the creature this card is attached to leaves the battlefield.)

DatShepTho on Prossh's Pit - EDH

3 weeks ago

I think you would enjoy using some more efficient deck smoothers such as:

for ramp:

for card advantage:

for removal:

...by cutting less mana efficient cards such as...

I also recommend trying custom tags to separate card purposes. Apart from lands, ramp, draw, and removal, I would make the other categories "enablers" for cards like Awakening Zone and "payoffs" for cards like Dictate of Erebos

You might notice you're not running too many ways to generate enough tokens and a tad too many sac outlets or payoffs that aren't triggering often enough.

CommanderNeyo on The Ultimate Warriors (Updated)

4 weeks ago

I love Mardu! My favorite deck plays a lot like this one.

Below are some of my recommendations, but I would mostly recommend you check out the CommandZone on Youtube - they have a deckbuilding guide that is very good. Also, for some ideas on cards, you can check out EDHREC, which is a database for deckbuilding.

Anywho, here are some of my recommendations:

== ADD ==

Isshin, Two Heavens as One and Windcrag Siege double all your attack triggers.

Alesha, Who Smiles at Death and Terra, Herald of Hopefoil if you face a lot of removal.

Swords to Plowshares, Damn, Blasphemous Act, and Ruinous Ultimatum for removal.

Boros Charmfoil for protection.

Voice of Victory, Bone-Cairn Butcher, Infantry Shield, and Dalkovan Packbeasts for more Warrior tokens.

Hardened Tactician, Raiders' Spoils, Mindblade Render, Skullclamp, and Zurgo Stormrender for card draw.

Professional Face-Breaker for ramp and card advantage. Boros Signet, Orzhov Signet, Rakdos Signet, Talisman of Conviction, Talisman of Hierarchy, and Talisman of Indulgence for more ramp.

Shared Animosity, Fiery Emancipation, and City on Fire for buffs.

Reconnaissance to remove any creature your opponent blocks so it won't die, and Redoubled Stormsinger to double your tokens.

33 Lands is very low, especially since you have so little card draw and a high average cmc of 2.67. I recommend at least 38, if not 40 - you generally want to be playing a land every turn for the first 5 turns.

== CUT ==

Here are some cards I recommend cutting:

Aeronaut's Wings, Colossus Hammer, Greatsword of Tyr, Inquisitorial Rosette, Mardu Monument, Team Pennant, Amazing Alliance, Cartouche of Solidarity, Rally the Ranks, Shared Triumph, War Effort - Most of these provide modest buffs or require too much mana to use in one go. Most equipment are better in dedicated equipment builds, while Zurgo is generally more about going wide. If you do want to play equipment, I would recommend ones that provide utility (like Sword of the Animist, which you already have) or provide large buffs (like Blackblade Reforged). Cards that only buff your damage by 1 are generally underpowered.

Chromatic Lantern, Commander's Sphere - Your commander is 3-mana, so it is nice to have 2-mana ramp so you can still play your commander on curve.

Diabolic Tutor and Mastermind's Acquisition are a lot of mana for a tutor, and I would generally recommend cutting them.

Anywho, that's a lot, but let me know if any of it was helpful!

Venturub on Mono-White Control Clerics

4 weeks ago

As a complement to my previous message, I am considering the following:

Barnie22 on Does a format with just …

2 months ago

Icbrgr Its so funny you mention Skullclamp cus we were discussing having an element of being centred around artifacts!

Icbrgr on Does a format with just …

2 months ago

I'm ready for the Skullclamp decks!!!

Hybrow on Heart of Black Coal - Ayara ETB trigger EDH

3 months ago

Hey Profet93, thanks so much for the view and suggestions

Jet Medallion I originally had in deck, but found that the ramp didn’t help in my commander, and quite a few of the spells I play over and over don’t have any colorless costs, so I swapped it out for Bontu's Monument, which had the bonus of doubling my commanders ability.

Bubbling Muck – I don’t love the one-time use of it. Would take the space of something that I can use again and again in this deck.

Cabal Stronghold – I think this is a carryover from before I had a coffers. I could easily swap it out for Urborg, Tomb of Yawgmoth. I actually have one sitting in a binder not getting used.

Nykthos, Shrine to Nyx – Of all the lands, this is the one I like the most. I checked and there isn’t one in my binder, but I do have sitting in a for-fun The Colossal Dreadmaw deck. Would probably swap out Castle Locthwain. The draw is nice but find I don’t generally need it.

Deserted Temple is ok, but I don’t have mana doublers and other than coffers (and I guess now Nythos there isn’t really anything I need to untap.

Thespian's Stage and Vesuva – I am not a huge fan of the copy lands, V in particular enters tapped, which I hate. And they are both dependent on me having something that is worth copying, which isn’t always the case.

Contamination – If I had a different playgroup, this would be an automatic add, but my friend group doesn’t love playing mass land hate. A Strip Mine is fine, but something that shuts down another player completely, we generally don’t play just to keep everyone having fun. Infernal Darkness is kinda the same thing, so going to pass.

Imp's Mischief I just checked, and I do not own one, but am going to have to add it to my next buy list. Mono-coloured decks have some real blind spots and having a quazi-counter available would be great.

Skullclamp is going to go on a sidelist for this deck for a while. My mono-red Purphy relies on it for draw, but so far with Ayara hasn’t really needed the extra draw very much.

Carnival of Souls – I did have this one in an early build of this deck, but with my wincon being Plague of Vermin this wouldn’t work, and I feel like in a 4-player game I am going to lose more life than I can afford.

Thanks again for the suggestions. I have already added the two lands.

Profet93 on Heart of Black Coal - Ayara ETB trigger EDH

3 months ago

Hybrow +1, great description.

Jet Medallion - Ramp

Bubbling Muck - Ramp. Given you're not running Urborg, Tomb of Yawgmoth, this ramp will most liklely be onesided

Im unsure if you have enough basics to warrant cabal stronghold. Best case scenario: Turn 5 you have 4 basic swamps and stronghold to break even. While it's nice to have in the later game, I wonder how impactful it really is at that point. Would you not be better served by another utility land such as Nykthos, Shrine to Nyx, Thespian's Stage, Deserted Temple or even a Vesuva? Nykthos seems like an easy ramp choice, stage/vesuva can copy coffer or other utility land, temple can untap coffers or be a political tool. I feel that rather than spreading your "land ramp" between coffers and stronghold, you should just go all in on coffers. It's easier to chase one rabbit than two if you get what I'm saying. How has stronghold been playing for you? I've found it more impactful in primarily budget decks with an overwhelming amount of basic lands.

Contamination - Mild stax (they can use dorks or rocks to bypass it) that shuts off their land mana production, including both sides mass mana producing lands (cradle, nykthos, lake of the dead, serra sanctum, etc...). With all your token generation, it seems like a shoe in. Not to mention it's synergy with reassembling skeleton and other cards that u can recur from ur grave easily. Should contamination be too much/rude, Infernal Darkness is a similar effect that doesn't shut off mass mana producing lands and can be easily kept for 1-2 turns while you get your set up. Both can be probably used to make the blue player float all their mana in an attempt to cast a counterspell during the current phase - aka, counterbait.

Regarding Problem 1/protecting your commander, I would go with the versatile tool, Imp's Mischief - It redirects targeted removal, draw, extra turns and can "counter" counterspells. Most spot removal in EDH is cheap so you probably wont lose much life and with all your lifegain, this potential concern appears heavily mitigated.

You have a lot of token generation, so perhaps Skullclamp might be worth considering. It is nice to use on ur commander as well given it's the lynchpin of your deck.

Not a serious suggestion, but I wonder how Carnival of Souls would work with this deck, do note it activates on any creature, not just yours.

enraged on Lands Don’t Matter…They Kill

3 months ago

Love a lands build! Icetill Explorer feel like a must to me. I'm in the process of trying to fit a Skullclamp into my Four color Earth's Crust build. That consistent card advantage is just too good. Keep it up!

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