I remember that, before Darksteel came out, Mark
Gottlieb wrote a preview article for Skullclamp
where he urged everyone to check it out because
it was so insane. Considering that he already
worked at Wizards of the Coast at that time, it
does make you raise an eyebrow about the
problems the card would eventually cause.
There are cards that I would probably say that
everyone should try and play with or against at
least once. This is not one of them. Remember
Umezawa's Jitte from last week? It only makes
combat unwinnable for the opponent. Skullclamp,
when equipped to a creature that it doesn't kill
instantly, means your opponent literally has no
good options. It's not that it makes the
creature that much more of a threat in combat,
though it the power increase can end up being
significant; it's that every play suddenly
becomes card disadvantage for them. Terror? You
draw two cards to replace the creature, which
could be comparable creatures or even more
powerful ones. And if they have to gang-block,
forget it: you're effectively up four or more
cards and probably can't be caught now. The only
reasonable response is to destroy the Skullclamp,
but it costs one to cost and one to equip. For
all they know, you might have more in your hand.
I'm not a big fan of large ban lists and the
like, but this card really earned it. Even in
this case, though, I tend less towards the "omg
ban now" position and more towards the "how did
they miss this?!" position.
Constructed: 5/5 (Vintage only now, which must
indicate something)
Casual: 4/5 (but why would you inflict this on a
casual game?)
Limited: 5/5
Multiplayer: 4/5 (but why?)
Michael "Maikeruu" Pierno
Today's card of the day is Skullclamp which is
a one mana equipment with an equip cost of one
that gives +1/-1 and when the creature is put
into a graveyard you draw two cards. This was
powerful enough to be banned in Standard as, in
part, it provided far too much card advantage
for a very low cost. One toughness creatures
with this, or even anything getting removed just
multiplies the available options like cutting
off the heads of a hydra. A truly broken card
that dramatically enhanced a number of low cost
aggressive decks at the time and still sees play
in Casual and Commander which are two of the
only formats it isn't banned in.
In Limited this was a huge bomb that had no
drawback, fit in any deck, and at worst drew
removal or gave a power boost to a creature. A
fairly clear first pick in most decks for
Booster and absolute inclusion for every Sealed
build.
Most of the time, Wizards does a great job of
balancing cards to make sure things are not
unfair. When considering the number of cards
they print, the relatively few that they have to
ban for being overpowered is impressive.
Skullclamp is one of the few that leaves me
scratching my head, wondering how they didn't
see the abuse of this card coming.
In case you're like Wizards and don't see why
this is so good, let's run through it. For one
mana, cast Skullclamp. For one more mana, equip
this to a creature with 1 toughness. It dies and
you draw 2 cards. You've spent 2 mana and
basically sacrificed a weak creature. That's
already a pretty good deal. Altar's Reap is a
perfectly playable card that does just that.
But, with Skullclamp, it stays on the
battlefield for you to use again. And again. And
again. There are lots of ways to produce a good
stream of 1/1 token creatures, and there are
many ways to bring creatures back from the
graveyard repeatedly to sacrifice again. Keep
doing this until you draw the final piece to
whatever combo you're doing, and it's game over.
Even in a deck that doesn't combo out with
Skullclamp, putting this on a creature that's
going to be in combat or is a prime target for
removal gives you card advantage too easily.
Throw it on a 2/2 creature (it becomes a 3/1)
and attack. The opponent either takes 3 damage
or blocks (and likely kills) your creature
giving you 2 more cards. In the second main
step, equip the clamp to something else, and
they have the dilemma of whether or not to
attack into a blocker that's going to draw you
two cards. With all the cards you're drawing,
chances are you won't run out of creatures to
attack the clamp to.
I'm a little torn as to how to rate the card,
since it is banned for all major constructed
formats except for Vintage, and I doubt many
vintage players are looking here for card
advice. Since it is banned and therefore
completely useless, I will give it a 1 for
constructed, but if it ever gets unbanned, it's
back to a 5. In casual, the only thing that
keeps it from being a 5 is that people tend to
frown on fast, broken combos in casual games, so
playing with Skullclamp on a regular basis might
get you uninvited from the next casual play
get-together. Since it does require a certain
type of deck to get the best use, it's good, but
not always a top pick in limited. In
multiplayer, it's pretty powerful too, but if
anyone at the table recognizes the power of the
clamp, it just made you target number one.
Skullclamp is, if nothing else, an interesting
story.
What you are looking at is a card that was
only legal for around 4 months before it was
banned. In just that short period of time,
Skullclamp completely took over and dominated
every competitive format. Of all the decks that
registered for the US Nationals that year,
three-quarters of them ran Skullclamp. Most Top
8 decks from various Regionals and Nationals ran
4 copies of it. And the most dangerous part was
that it was so unassuming, nobody at the time
even saw it coming.
Experts at the time, and even Magic R&D,
didn't realize the power of Skullclamp, although
for different reasons. You would be forgiven for
looking at it and not understand what made it so
broken. A +1/-1 'bonus'? Well that's not too
great. Who wants to weaken their own creatures,
after all? And it doesn't do anything else until
the guy it's on dies? The reason R&D let it get
through development and hit the streets is
actually because they completely missed it. The
original design of the card (3 mana casting
cost, 2 to equip, no power/toughness change)
sucked, so in a meeting a month before the set
went off to print someone suggested drastically
lowering the mana cost, everyone said fine, and
it never really got playtested until it was too
late.
The real power, as you might be picking up
on, was the incredibly cheap reusable card draw,
combined with decks that WANTED their creatures
to die, or could pump out a lot of cheap 1/1's
or tokens, or both. Elves played this, often
with Priest of Titania, pumping out a bunch of
cheap ones, maybe tapping them for mana, and
then killing all of them with Skullclamp's -1
toughness to draw 2 cards for 1 mana. Repeatably.
It might as well have just read "1: Draw 2
cards" in some decks. Goblins played Skullclamp,
Tooth and Nail played Skullclamp, Arcbound
Ravager + Affinity especially played Skullclamp.
Even when played outside of a crazy combo
card draw engine, consider what it can do. When
you put this on a creature - which you can do
for 1 mana, keep in mind - your opponent will
pay the price if they decide to kill it. They
have to decide if they want to use that kill
spell and give you 2 cards in the process. Field
wipe spells like Day of Judgment (Wrath of God
at the time) were no longer as effective.
Imagine a field where you had 4 creatures with a
Skullclamp on each. Wrath of God would draw you
8 cards. And Skullclamp was so easy to get and
cast and equip, too. Trinket Mage, Steelshaper's
Gift, getting a Skullclamp in the hand was easy.
Imagine this simple scenario. Turn 1, cast
Skullclamp. Turn 2, play let's say a 2/2 with
first strike. Turn 3, equip Skullclamp, and now
you've got a 3/1 with first strike... but not
just an ordinary 3/1 with first strike. If you
kill this creature, your opponent will draw 2
cards. THAT'S the scary part of this card. Not
the combat 'bonus' at all, but the fact that you
don't have any easy answers when it's out. You
throw this on your best creature and your
opponent needs to give serious thought about
whether they'd rather take X damage, or let you
draw 2 cards. And this is not a one-time
decision, as long as Skullclamp is out and you
have creatures, it's a decision they'll have to
make over and over again. And if you're playing
aggro and drawing lots of burn and aggressive
creatures and such, you have an incredibly
overwhelming advantage when they can't even deal
with your threats without helping you. That's
why Skullclamp was banned.
It was a powerful card, overlooked by many
until it was too late. Even after it hit the
scene, a lot of players would scratch their
heads going 'Why is this good again?' It
required very advanced strategies and combos to
be broken, otherwise it was just pretty good,
and so a lot of casual players passed it by.
But we'll always remember those 4 months
where Magic: The Gathering turned into Magic:
Skull Clampening.