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
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase 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.)

SaberTech on Pattern Recognition #366 - Sacrifice …

17 hours ago

Sacrificing creatures as a deck strategy is now typically established in Aristocrat style decks, but what are some of the other prominent decks in MtG's history that highlighted the power of sacrificing creatures?

Some that come to mind for me are:

Are there any others that come to mind?

And from the old-school kitchen table, I'm going to give a quick nod to Breeding Pit for its noble work in helping to repeatedly sate Lord of the Pit's snack attacks back in the day.

SaberTech on Animar enthusiasts!

3 weeks ago

The value of Trinket Mage really depends on what else you have for it to target besides the Ballista. I did run it at one point but that was back when I was also running Skullclamp, which I think is the main inclusion that makes Trinket Mage worth considering. If you are also running a number of cheap mana rocks like Chrome Mox and Mana Vault that can also help justify the inclusion. If you face a lot of graveyard decks and feel compelled to put in some artifact-based graveyard hate then that could be another reason to run Trinket Mage. It can also tutor for artifact lands, but generally you want as many of Animar's lands as possible to produce at least two different types of mana so the single-colour artifact lands aren't the best to include while the dual-colour artifact lands enter tapped, which you also want to avoid your lands doing if you can.

The reason why Transit Mage makes the cut despite also only having a few targets is because:

Total mana cost for the line: RU + 4 life.

That line is way more mana efficient than the old line that required you to tutor up Spellseeker, have the Seeker tutor Neoform and then you Neoform the Seeker into Ancestral Statue. Transit Mage basically lets you get the same result for that stage in the line for just one blue mana, and it keeps the line to only using creatures so there are less commonly-used counterspells that can interrupt it.

guywitharock on These aren't Homemade, They're made in bombfactory

2 months ago

You may want to consider some "mana dorks" for your commander in the way of easy-to-cast, different colored token creatures:

Also, there are some interaction-related convoke spells which are probably worth subbing in over other non-convoke options:

Depending on the direction you want to take, there are some cards which support a swarm strategy:

  • Nadir Kraken pairs nicely with your extra card draw, and generates rare blue creature tokens for blue-color convoke mana.
  • The Locust God god is nice for continual token gen, and again synergizes with your extra card draw while providing uncommon blue creature tokens.
  • Oketra's Monument is nice in decks with a lot of white creatures, like yours, and adds continuous white token generation.
  • Seraph of the Masses becomes a huge body that can just delete opponents without flying/reach blockers.
  • Sublime Archangel can let swarm decks keep up pressure on opponents, even while you ramp. Throw out a random 8/8 token once per turn or whatever, forcing your opponents to deal with it, and it itself can become huge with Flying.
  • Moonshaker Cavalry is basically a white version of Craterhoof Behemoth. One turn swing for the win.
  • Massive Raid is a single-target bomb which uses your army of weenies, but doesn't cost much mana.
  • Arabella, Abandoned Doll is a great bomb once you have a big board of weenies. Build up like 30 tokens or whatever, swing with Arabella and the swarm, kill the table. Or at a minimum deal a bunch of damage and gain a bunch of life.
  • Divine Visitation is a non-bo with Arabella, but the upside is definitely worth it. Upgrade the token army.
  • Angelic Aberration is similar but provides one-time additional ETB triggers if you lean into that more.
  • Molten Gatekeeper is literally a second Witty Roastmaster but with unearth upside.
  • Impact Tremors?? If you're really going that route with other cards, why not?

And here are some misc cards to consider:

  • Jeskai Ascendancy can straight up give you free spells. Tap creatures for a convoke non-creature spell, Jes Asc untaps them on cast.
  • Kykar, Wind's Fury can let you go mana-positive with non creature spells, which you have a lot of. Also pairs nicely with Quintorius, Loremaster which is on your current list.
  • Skullclamp is an obvious draw engine for a token deck.
  • Unstoppable Plan gets the weenies (and all others) back online on your opponents' turns, freeing up for instant-convokes or just blockers.
  • Narset, Enlightened Exile is a cool way to get extra value from non-creature cards that end up in your graveyard.
  • Mentor of the Meek is nice for potentially repeatable card draw in this kind of deck.

NV_1980 on Krenko

2 months ago

This looks good! Some ideas:

  1. Endless Atlas/Idol of Oblivion/Skullclamp: additional card-draw options that will work well in this deck.
  2. Goblin Sharpshooter: the option to deal 1 damage for every opposing creature that's killed (unless they're killed exactly simultaneously) is not to be underestimated. Also, with a little additional tweaking, this guy can go infinite easily. He's expensive though and considering the budget of your deck thus far, not sure if this card is suitable.
  3. Isengard Unleashed: a nasty surprise to cast before launching your all-out attack.
  4. Legion Loyalist: can make your army a whole lot more frightening by granting all its soldiers first strike/trample.
  5. Torbran, Thane of Red Fell: if your plan to win involves attacking with an overwhelming army of goblins, this guy will boost their damage by a tremendous amount.

Have fun with the deck!

Profet93 on *Angry Xylophone Noises*

3 months ago

McDuckington +1 solely for your name and deck name. Both r very catchy.

As for suggestions, what exactly are you looking for? Do you have a budget in mind? Are combos okay?

Off the bat, Cabal Stronghold would be very good in this deck given the lack of non basics. Moreover, you should add some non-basics to add some variety to your mana base. Nothing too crazy or expensive, really just depends on what you're going for and what the meta is (Ex: Arcane lighthouse if there is a lot of shroud).

Skullclamp - Very good draw and easy to trigger here

Craeter on Templar knights

4 months ago

Sweet deck, I like it a lot! I'm interested in building a Knight's Templar one too. If I do I'll reference your list here and credit you.

Just a few suggestions:

Skullclamp - Heavy draw card advantage works great for decks like this with lots of 1 toughness creatures. You've even got recursion so saccing stuff is nbd. Highly recommended

Knights' Charge - Tribal and fits the commander theme

Maybe The Meathook Massacre - you've already got mass removal, but this one is an Enchantment that can still benefit you later if opponents survive. The -X/-X also removes indestructible creatures. Toxic Deluge is also a staple option.

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