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

Browse Alters

Trade

Have (4) Azdranax , DoctorDax , PostContact , metalmagic
Want (7) isharpu , Benign , Connatus , Wieran98 , LoudZoo , adam1floyd3 , Dorkio

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
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
MTGO Legal
Leviathan Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Skullclamp occurrence in decks from the last year

Commander / EDH:

All decks: 0.26%

White: 0.9%

Black: 0.6%

Red: 0.78%

Green: 0.3%

Blue: 0.16%

Golgari: 0.88%

WB (Orzhov): 1.31%

GW (Selesnya): 1.11%

Rakdos: 0.32%

UR (Izzet): 0.59%

BRG (Jund): 1.15%

BGW (Abzan, Junk): 3.52%

RBW (Mardu): 0.94%

Skullclamp Discussion

Grind on Teysa's Pilgrims

18 hours ago

Sweet deck!!
Skullclamp sounds good here.
Also any thoughts about Blind Obedience or Gray Merchant of Asphodel?
Generous Gift or Anguished Unmaking are also good if you want to tune your point removal.

Profet93 on Xenagos EDH

3 days ago

+1 !

As a fellow Xenagos player myself, I have a couple ideas I would love to discuss with you...

  1. You're average CMC is pretty high, even for a xenagos deck. You need to lower it to be able to pressure the table effectively. I would cut these to lower the CMC a bit....

Hellkite Charger, Blightsteel Colossus, Ulamog, the Infinite Gyre, Ulamog, the Ceaseless Hunger, and Worldspine Wurm

To add back more creatures for synergy, Shaman of Forgotten Ways, Somberwald Sage are both really good.Springbloom Druid along with Wood Elves, Farhaven Elf and Sakura-Tribe Elder can help bring you closer to a Turn 3-4 Xenagos which is what we need.

  1. Land base is solid. There are a few tweaks you can make for utility but not needed. Let me know if you are interested in them.

  2. Ramp - Our goal is a T3-4 Xenagos. Ramp at 4 CMC does little, trust me on this as I have playtested it extensively.

  3. Tempt with Discovery and Triumph of the Hordes - Tempt is bad because you give opponents options, barely ramps you, and there are no good utility lands in the deck, even with my potential additions, this card is bad in this deck. Moreover, opponents usually tutor for strip mine if they are smart. Triumph is better in decks that go wide. By playing 6+ mana for a beater, you rarely will have another 4 mana to play this the same turn. Right now, you're playing a beater, hope it survives on your turn, survives on opponents turns, then doesn't get removed in response to cast of Triumph.

  4. Draw! - You have about 8ish draw sources, you need more. The biggest issue with Xenagos is 2 for 1s, where you try to cast a draw spell and they remove your creature that the draw spell was targetting in response, thereby putting you down 2 cards for their 1.

Beast Whisperer, Harmonize, Lifeblood Hydra (really fun with Berserk, which ironically, is also fun with malignus), Lifecrafter's Bestiary, Life's Legacy (beware of blue player, sac as additional cost to cast, but because it only costs 2, can be used same turn as beater if you ramped prior), Momentous Fall (in response to removal, also beware of blue), Skullclamp (not the best in your build but still worth considering. I run more 1 toughness creatures so its easier to make it work.....and

Greater Good - BEST CARD FOR XENAGOS. Used in response to removal or just whenever. Play a fatty, Xenagos buffs it, swing, sac it, draw a bunch. Profit. Win. GG

Lastly, the red card that came out recently that lets you change the target of a spell if you control you commander, I can't remember the name but that card is great in Xenagos as you can redirect their spot removal, targetted draw, targetted extra turns, and counters counterspells. Works on abilities too (I think?)

I'm still in the process of tweaking my list in general, and adding the new cards that came/coming out.

multimedia on Edgar Markov Vampy

4 days ago

Hey, very good version of Edgar.

Some card upgrades to consider:

  • Skullclamp > Bloodcrazed Paladin
    Paladin looks to be the worst Vamp here and Clamp can be amazing repeatable draw with tokens.

  • Cover of Darkness > Merciless Eviction
    Ultimatum and Dominance are better high CMC board wipes. Three high CMC board wipes is a lot.

  • Champion of Dusk > Vanquisher's Banner
    Dusk is a Vampire and is good immediate draw with tokens. Banner is too slow to be a draw option and an anthem effect.

  • Twilight Prophet > Olivia Voldaren
    Voldaren is completely outclassed by Captivating because of eminence. You will get the city's blessing quick and then Prophet becomes a value engine for no additional mana.

  • Mirror Entity > Sangromancer
    Entity is a Vamp, it triggers eminence and it's a mana sink to pump tokens.

  • Heliod's Intervention > Bedevil
    Bedevil is by no means a bad card, but enchantments/artifacts are more important to remove and currently there's only Unmaking that can remove an enchantment at instant speed.

  • City of Brass > Fabled Passage
    Another rainbow land that can ETB untapped turn one to make black mana.

  • Caves of Koilos > Tainted Field
    Another dual land that can ETB untapped turn one to make black mana.

Good luck with your deck.

griffstick on Queen of Disaster

4 days ago

Also I noticed you don't have Skullclamp. This card is great in marchesa because it works great for when you don't have the monarch. Plus it works great with elspeth. Maybe add skullclamp too

StopShot on Alesha, Who Smiles At Death and (s)Taxes [Primer]

6 days ago

Land Tax is an auto-include if you never want to miss a land drop ever again. It also makes playing a turn 3 Blood Moon easy to work with. Makes surviving and using mass land wipes fun too. Goes great with Ghost Town if you never want to miss those triggers.

But Land Tax reaches Skullclamp levels of broken if you pair it with Scroll Rack, Tectonic Reformation, Neheb, Dreadhorde Champion, Necrogen Mists, Stronghold Rats, Raven's Crime or Seasoned Pyromancer with all the excess lands you can throw away. It even makes Sensei's Divining Top godly if you can shuffle your deck with Land Tax every turn before your draw step. (Even if there’s no more basic lands in the deck, that free shuffle can be great with SD-Top and Scroll Rack.) Without that extra oomph Land Tax doesn’t really bring much to the table late game, but it can feel like a Sol Ring in the early game if your deck runs a below average number of lands.

rdean14 on Card creation challenge

6 days ago

Rdean14, the Cautious

Legendary Creature - Human Advisor

Whenever one or more creature attacks, exile Rdean14, the Cautious, then return that card to the battlefield under your control.

Whenever you or Rdean14, the Cautious becomes the target of a spell or ability, you may choose new targets for that spell or ability.

1/1


I'm an exceedingly cautious person. People who know me either think I'm very well prepared or think I'm pessimistic. Many think both. I don't like committing to anything without a solid backup plan. At work I'm known as the 'CYA' guy for my propensity to document everything and very closely follow corporate policy. I'm a Slytherin, by Hogwarts house, and basically, I'm rather persuasive (like I've come up with a sizable chunk of the local policy for my job, e.g.) and highly interested in self-preservation. Like, 100% my #1 priority, no doubt about it. I firmly believe the best way to keep a job is to formulate enough policy and make yourself integral enough that the company wouldn't want to fire you.


Anyways, Let's see a common non-weapon, non-shield/armor equipment.

In standard, Wolfrider's Saddle, Crystal Slipper, Mantle of Tides, Mask of Immolation, and Wings of Hubris.

Other famous ones include Whispersilk Cloak, Swiftfoot Boots, Skullclamp, and Infiltration Lens.

Helms, Saws, Hammers wouldn't count for this. Spidersilk Net seems like a weapon, so like, not really at all weapons or armor. Although Maybe just insanely creative weapons like Gorgon's Head would be cool, not really the goal, but still super cool.

Siren Song Lyre is like the epitome of this challenge, like certainly an equipment, but not like clothing or weapon. Clothing is cool though, to be clear.

Mike94 on Alela The Queen of Faerie's

1 week ago

Your artifact ramp could be more optimized.

-

Take out all the Diamonds and put in Signets, they don't come into play tapped and are great for fixing your mana. Lotus Petal could be considered since it plays well with your commander, Fellwar Stone is also great or even Mind Stone. Just don't play mana ramp that comes into play tapped.

-

I would also try to leave some creatures out for powerfull enchantments/artifacts since your commander is focused on them, if you cast them you'll get a creature for free. I would consider these enchantments/artifacts: Grasp of Fate, Search for Azcanta  Flip, Darksteel Mutation, Estrid's Invocation, Mirrormade, Copy Enchantment, Skullclamp, Sword of the Animist, Lightning Greaves.

-

Alela goes infinite quite easy with cards like Banishing Knack or Retraction Helix combined with a Battered Golem, Mirran Spy or Traxos, Scourge of Kroog and any 0 drop atrifact; Tormod's Crypt, Ornithopter, Everflowing Chalice, Memnite orvSpellbook. Making infinite faeries and infinite casts (Storm). Put an Aetherflux Reservoir next to this combo and BOOM.

-

If you don't like to go infinite you could also play Coat of Arms making your faeries lethal on the spot or Magister Sphinx to mess with someone specifically.

SiggeAwesome on Sliver Queen infinite combo

2 weeks ago

TCK_Green you are a true saint! If only you knew how happy i get when i see i've gotten another comment from you! Thank you so much for taking time out of your day to comment!

Anyhow. As per your advice i will try and remove the Amulet of Vigor, Intruder Alarm and Reliquary Tower. The main reseason these three were in the deck to begin with was because i got them from mystery booster packs and thought: Hey look! Free value!

AS of right now i have changed a couple of the lands and i think for now this is as much as i'll change. I have ordered the deck two weeks ago and i'm still waiting for it. I did add Guardian Project Once it arrives i'll figure out if it needs more card draw, but right now. In terms of card draw im keeping it where it's at. as for the lands i have changed i put in: Submerged Boneyard, Vivid Grove, Stone Quarry, Highland Lake, Temple Garden, Godless Shrine, Overgrown Tomb and Hallowed Fountain

in the process of making this comment i saw you made another comment! I have now also added Skullclamp, how i did not think of that in a deck like this is beyond me! Thanks alot

if i do end up needing more card draw i will be sure to keep posting updates to the deck to notify you.

Once again thank you so much for your time! Stay safe, friend!

Load more