Tell me more ×
Board & Card Games Stack Exchange is a question and answer site for people who like playing board games, designing board games or modifying the rules of existing board games. It's 100% free, no registration required.

The following card is banned in current tournament formats:

enter image description here

Equipped creature gets +1/-1. When equipped creature is put into a graveyard, draw two cards. Cast 1, equip 1 (artifact).

http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Skullclamp

Usually when a card is banned, I can figure out what the reason is, but for the life of me I can't figure out why this card is so dangerous. Its ability is good but not game-breaking, and I can't think of anything that it would pair with to become game-breaking.

share|improve this question

2 Answers

up vote 21 down vote accepted

Basically it's because it buffers you very, very well against creature loss. If you're playing a weenie deck it protects you from deck-clearing spells. Or if you're sacrificing creatures, this card gives you extremely cheap, essentially unlimited new draws. The equip ability means you can just reuse it over and over again.

It's also very wide-ranging - almost any competitive deck is going to be better off having a few of these around, so it distorts the format. The basis for that statement is discussed in this very detailed article from the development team:

Skullclamp was banned in Standard, frankly, because it was everywhere. Every competitive deck either had four in the main deck, had four in the sideboard, or was built to try and defend against it. And there were a lot more successful decks in the first two categories than in the third. Such representation is completely unhealthy for the format. Your deck has to either have Skullclamps, or have Skullclamp in its crosshairs—a definitive case of a card “warping the metagame.” Look, for example, at the Top 8 decks from Ohio Valley Regionals. Or at those from the more recent German Nationals. Combined, those 16 decks contained 58 out of a possible 64 Skullclamps. Never in my memory have I ever seen a card show up in those numbers.

It's interesting to note that the development team themselves completely underestimated the power of this card. The story of how it made it to release, discussed in the linked article, is quite fascinating.

share|improve this answer
1  
It works like "Mutually assured destruction." If you can make yourself immune to MY nuclear weapons, you have a greater incentive (or lesser disincentive) to use YOURS. – Tom Au Jul 29 '11 at 16:30

Rather than try to summarize Wizards' reasons for banning the card, have it in their own words: http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/af17

On the surface of things this may not look obviously broken, but honestly, in the right deck it's an engine that says "pay 1 mana: draw 2 cards". As the article points out, at the time all the top decks were playing 4 Clamps; much as Jace, The Mind Sculptor just got banned for being ubiquitous at recent Magic tournaments. When a card becomes a non-optional 4-of constituent of any competitive deck that hopes to win games, it has to go.

share|improve this answer

Your Answer

 
discard

By posting your answer, you agree to the privacy policy and terms of service.

Not the answer you're looking for? Browse other questions tagged or ask your own question.