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If you played during Mirrodin-block, you still have nightmares of this. Beautifully broken.
Posted By: ClockworkSwordfish (10/9/2010 5:10:29 PM)
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@inmypantsZZ: It doesn't do much with Time Sieve... sure, if it doesn't die through Scullclamp's effect, you still can sac it... but so you can with Arcbound Ravager. Also the Time Sieve requires you to sac all the artifacts at the same time, so if you thought of some whacky combo with the Myr Retriever, it probably doesn't work.

@Lateralis0ne: So your point is that a card isn't broken, because there are answers to it? Even in Standard you know something is off, if people have to build decks against certain cards/strategies. It's far more economical to play a card because it fit's your strategy than to play a card in your deck because it might be a good response to an opponents strategy. I fail to see why people fail to grasp that.
Posted By: Kageyaiba (7/13/2010 1:30:29 PM)
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@True_Mumin: This card didn't go through playtesting. They totally missed it. Nobody realized how broken it was at the time.

http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/af17
Posted By: CJM2 (11/1/2010 9:06:16 AM)
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Skullclamp is one of my favorite broken cards. Most broken cards don't require a creature heavy deck to go along with it like this one does. And nothing says "fun for you but maybe not for them" like the explosive turns that get powered by good'ol clampy.
Posted By: Kryptnyt (1/28/2011 9:44:06 AM)
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I was introduced to this card in the first game of Magic I ever played. A friend of mine let me borrow his white weenie equip deck, and at the time Skullclamp was still very new and his deck had four copies of it. I had never played a game of Magic before, and I defeated four other players in a five player free-for-all, if for no reason other than the card advantage this card creates. The second I got two of these things out, suddenly my creatures began dropping like flies and replacing themselves with four new cards in my hand; a 1-for-4 deal for 2 mana every turn.

Oh, nostalgia... I understood right then and there that Skullclamp was awesome, and that when I had it in play I was commanding a ridiculous amount of power simply because of the number of cards I was getting from it. Please understand what I am implying here: a completely new, inexperienced player who had never before actually shuffled up a deck and played a game defeated four other players due completely to the power of... (see all)
Posted By: The_Trendkill (8/12/2011 11:49:03 AM)
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This card should be played in 100% of decks with more than a handful of creatures.

Posted By: Guest1916906589 (11/13/2008 10:35:15 AM)
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If a deck runs more than 10 creatures, then there is no way that this card can be bad for it...
Colourless card draw at an equip cost of 1 is just purely insane...
Posted By: Volcre (9/3/2009 7:17:00 AM)
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An insanely powerful card. Easiliy searchable via Trinket Mage, along with other cheap creatures you can sac with this. (Myr Moonvessel is one example, giving you the mana right back to sac another 1/1 and draw another two cards)
Posted By: DarkDerrik (7/13/2009 7:04:28 PM)
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I think Wizards was pretty drunk throughout all of Mirrodin block...that's how broken stuff like this, Disciple of the Vault, Arcbound Ravager, and the artifact lands saw print.
Posted By: ratchet1215 (5/7/2009 8:34:23 PM)
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This card is banned in almost every format. One of the most broken cards ever printed. And it's an uncommon... It just blows my mind! How could this happen? Were they playtesting this blindfolded?
Posted By: True_Mumin (6/16/2009 11:44:48 AM)
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