Skullclamp
Skullclamp is in 13% of Commander decks tracked on Playgroup Live. When drawn, 76% of copies reach the battlefield, and decks that cast it win at 32%, a +6.0 percentage-point lift over the baseline.
Skullclamp shows up in 13% of the 8080 distinct Commander decks tracked on Playgroup Live. That share reflects a card with a well-earned reputation: a 1-mana equipment that converts creature deaths into card draw, and that reputation earned it a ban in Legacy, Modern, and the Two-Player Commander variant.
The play pattern is direct. Equip a small creature, watch it die to the -1 toughness trigger or in combat, draw two cards immediately. The data reflects this: median first cast lands on turn 4.0, and 59% of drawn copies are cast on the same turn they are drawn. Players do not sit on this card. Of 418 drawn copies in tracked games, 76% were cast before the game ended.
The commander distribution tells the archetype story clearly. Token and creature-flood strategies top the list: Edgar Markov, Krenko Mob Boss, and Chatterfang Squirrel General all feature heavily. Skullclamp is colour-identity free, so it slots into any deck that produces cheap creatures willing to die. That breadth explains how it reaches 13% inclusion across a dataset of 8080 decks spanning 1504 tracked games.
- 13% of tracked Commander decks include Skullclamp
- 76% of drawn Skullclamps are cast before the game ends
- T4.0 median first-cast turn
- 59% of drawn copies cast on the same turn they were drawn
- 76% battlefield stickiness once cast
- 708 distinct players have brought Skullclamp to a tracked game
First-cast turn
n=316The "good card" funnel
1798 brought · 708 playersOf 1798 Skullclamps brought to games, 418 were drawn, 316 of those were cast, and 76% of cast copies remained on the battlefield at game's end.
Players who cast this card win 32% of the time (n=311) , vs 26% when it never left the library (n=1227).
When players drew this card but left it in hand, they won 26% (n=99) — about the same as leaving it in the library. Those players survived long enough to draw it, so the gap above is about the card resolving, not just about surviving.
Observed gap +6.0pp; 95% confidence interval +0.8pp to +11.2pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
465 instancesMost Skullclamps end games on the battlefield, a sharp contrast with the library-heavy final-zone distributions typical of singleton cards that rarely get drawn.
Commanders that played this card
in tracked games-
1
Doctor Doom, King of Latveria
37 decks
-
2
Edgar Markov
30 decks
-
3
Krenko, Mob Boss
30 decks
-
4
Cloud, Ex-SOLDIER
25 decks
-
5
Chatterfang, Squirrel General
20 decks
-
6
Hazel of the Rootbloom
20 decks
-
7
Caesar, Legion's Emperor
18 decks
-
8
Teysa Karlov
17 decks
-
9
Rin and Seri, Inseparable
16 decks
-
10
Sephiroth, Fabled SOLDIER // Sephiroth, One-Winged Angel
16 decks
Token and creature-flood commanders dominate the list, from Edgar Markov to Krenko and Chatterfang, confirming that Skullclamp flows toward any strategy that produces cheap, expendable creatures.