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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.)
tinhead on
Gut Shot
2 weeks ago
These are all great suggestions, thank you! They’ve been very helpful in focusing my top end more. If I’m committed to keeping the curve cheap and tight, the big threats need to close out the game fast!
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Taking extra combats is an angle I hadn’t considered. For this, my cards of choice are Karlach, Fury of Avernus and Great Train Heist. The former is one of the best versions of this effect on a permanent, and the latter is a very strong and versatile one-shot effect. Other contenders include Grim Reaper's Sprint and Fury of the Horde.
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Ramp, board wipes, and protection are all important aspects of slower decks that expect to play into the mid to late game. This deck is trying to be low to the ground and convert cards into damage as quickly as possible. I may add some standout cards like Blasphemous Act and Cursed Mirror, but for now I’d like to try this aggro angle. I don’t like playing protection cards just for the sake of keeping my commander around — if Gut becomes a “kill on sight” card, I’ll rebuild the deck. Similarly, the “steal and sac” direction would be lots of fun in the version of this deck that goes bigger, and will stay out of this version for now.
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I think the vehicles that are in the deck already (Smuggler's Copter and The Regalia) are especially strong since their stats/abilities are above rate and anything can crew them. I’m not sure that other vehicles really fit this bill, but will keep them on my radar as options.
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All great token generator options. I added Urabrask's Forge since it scales and is resilient in the face of board wipes. Squee, Dubious Monarch is also in since it can be cast from the graveyard. More may come if I eventually go in the swarm direction later.
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Skullclamp should have been in the deck from the start, added!
clayperce on
Gut Shot
2 weeks ago
Very cool deck! I've can't recall ever seeing Gut partnered with Popular Entertainer before (seems like she's always hanging around with Agent of the Iron Throne or Inspiring Leader), but I really like it.
The deck seems to be running as you like, so please take these more as "brainstorming ideas" rather than actual suggestions:
- In playtesting, I found I often had a hard time deciding whether to sac' one of our existing creatures for a Skeleton or to leave it ... to help make that decision easier, I might lean a bit more into Treasure tokens and maybe add some Treason effects. Good options incl J. Jonah Jameson, Bloody Betrayal, Seize the Spotlight, Treasure Nabber, and Hijack.
- I was lucky enough to draw Vehicles in a couple playtests and found them REALLY good in the deck (partly as it gives the Goblins with "attack each combat if able" something to do when we don't want them to attack ... but mostly bc sac'ing a Crew member for an attacking Skeleton really ramped up the Power of my attacks). Careening Mine Cart and Hoard Hauler come to mind first, but there are oc a ton of options available ...
- I personally prefer a little more ramp, interaction (incl boardwipes), and protection. If your meta shifts and you find yourself wanting more too, some favorites incl Ruby Medallion, Fire Diamond, Fellwar Stone, Abrade, Blasphemous Act, Chain Reaction, Lightning Greaves, and Swiftfoot Boots.
- I'm not sure if you want more Token generators ... but if so, maybe Legion Warboss, Siege-Gang Lieutenant, or Urabrask's Forge?
- One final thought: I'm a big Skullclamp fan, for almost any deck with X/1s.
Cheers and a big +1 to you!
DatShepTho on
Prossh's Pit - EDH
1 month 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...
- Kodama's Reach
- Expedition Map

- Glorious Sunrise
- Investigator's Journal
- Vraska, Golgari Queen
- Hour of Glory
- Rolling Thunder
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)
1 month 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 Hope
if you face a lot of removal.
Swords to Plowshares, Damn, Blasphemous Act, and Ruinous Ultimatum for removal.
Boros Charm
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
1 month ago
As a complement to my previous message, I am considering the following:
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Leonin Abunas: it protects the Aether Vial obviously, as well as the Chrome Mox and the Chalice of the Void, but also Ethersworn Canonist. Being a cleric, it benefits from the clerics synergies: the +0/+2 of Daru Spiritualist, the Cavern of Souls for clerics, the Starlit Sanctum as well;
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Selfless Spirit, pretty obvious;
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to a lesser extent, The Book of Exalted Deeds, Skullclamp, Archivist of Oghma, Fiend Hunter (maybe in replacement of the Paths?) and a fourth Grand Abolisher…
Barnie22 on Does a format with just …
3 months ago
Icbrgr Its so funny you mention Skullclamp cus we were discussing having an element of being centred around artifacts!
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.
| Have (4) | QuestionMarc , metalmagic , Azdranax , gildan_bladeborn |
| Want (8) | C0LDE , brohanlo , Yahtzee55 , qao50 , mflint , ACrispyTaco , beesaurs , freshie9000 |












