Skullclamp Is Amazing, Such A Good Draw Engine And Great With The Arcbound Family Plus With Tolarian Academy And A Simple Pentavus Youll Practically Mill Yourself. If You Complain About How Good Or Broken A Card Is By The Way YOUR A DORK! Warewolf And Swordfish U Guys Are The Bomb.
Posted By:
MasterOfEtherium
(12/11/2010 11:14:11 AM)
they playtested it all right, in fact they thought abnout making it 0 mana. then this card would be more of a beast then before!
Posted By:
norbit444
(7/4/2009 11:55:15 AM)
Ugh... Please stop calling this broken, and calling Mirrodin overpowered... I've lived through the days when Balance was not only unrestricted, it was Type2 legal. (this back about 15 years ago).
I agree this cards is powerful. It is. But overpowered? Maybe it was for Type2 today where it was a major draw engine, but they banned it! So there isn't any reason to complain anymore. Draw Engines = Good!
If you want your opponent to stop screwing with this card, play with Underworld Dreams and another card I can't remember the name of that basically says whenever a creature is put in the graveyard it comes into play under your control. Can't remember the name, but it works for making someone regret using this. And of course, you can use that one card that says whenever your opponent draws a crad you pay a Colorless and get to do that too.
Posted By:
SlackWareWolf
(7/16/2009 5:17:30 AM)
.5/5 for balancing and development.
Posted By:
TheWrathofShane
(11/1/2012 9:21:17 AM)
It seems like Wizards were on vacation when the Mirrodin Block was printed
Posted By:
made4ipod
(7/19/2011 2:24:07 PM)
According to the Legality tab, this is legal across the board, but the list on MTG shows its banned in Legacy...
Edit: And now it's changed again...odd...
Posted By:
ax_morph
(10/8/2011 12:01:12 AM)
As much as this card may have been broken on the tournament scene back when it was around, it destroyed (and still destroys) the casual scene/group I'm in. Back when it came out, we didn't know fully how equipment worked, we thought a player could attach equipment to creatures they don't control (mind you this was when equipments had recently been created). For 3 mana, someone could play this (turn 3 usually) and then equip it to one of the opponents creatures (an x/1), draw two cards, equip to their other creature, draw another two cards. That's a six for one-for three colorless mana. And until it was destroyed, opponents could not play x/1 creatures. Then a similar thing happened again when the player with a Skullclamp out drew a second one.
Posted By:
NuckChorris
(4/4/2012 10:57:48 AM)
Buff my Knucklebone Witch and draw two then play some more dinky arse goblins like Mogg War Marshal. Sac for mana with Skirk Prospector and give em the clamps again to buff Knucklebone twice more and draw two. Whistle while you work with Boggart Shenanigans.
Skullclamp is the height of Goblin fashion. A sign of wealth and status and the number one cause of death.
Posted By:
MRK1
(9/24/2012 12:37:29 PM)
5/5 For pure power. *** balancing! ;)
Posted By:
RecurringMemories
(2/25/2013 4:37:56 PM)
@Lateralis0ne
That's like saying no card is broken because they can be countered. Yes, there are strategies to remove any card in the game, but the speed and efficiency that some cards have give them a clear, seemingly unfair advantage over others. Another example, Baneslayer Angel, one of the most powerful, undercosted, hated creatures in the game can still be taken out by any doom blade etc., but it is still considered "broken" because of its efficiency and ability to decide a game in a matter of turns. Same with skullclamp. It can be dealt with in a variety of ways, but unless a player is ready the very moment it is played, it can swing a game very quickly.
Posted By:
Sweater
(6/27/2013 11:37:15 PM)