Skullclamp
13% of tracked Commander decks run Skullclamp. When drawn, 77% of copies reach the battlefield, and decks that cast it win 31% of games versus 25% when it stays buried in the library.
Skullclamp sits in 13% of the 14231 Commander decks tracked on Playgroup Live, appearing across 1832 distinct lists. That breadth is the first headline: a colorless 1-mana Equipment that draws two cards on creature death belongs in almost every deck that floods the board with small creatures, and the data confirms players across a wide range of archetypes act on that instinct.
The second headline is what happens once it resolves. 77% of drawn copies reach the battlefield, and 76% of those stay there through the end of the game. The median first-cast turn is 4, consistent with a low-cost card that players deploy as soon as a creature is available to equip. The cast-vs-library win-rate delta is +6.3 percentage points, an early directional signal across a well-sampled pool of 530 cast observations and 2182 library observations.
The commander distribution is notably diverse. No single commander type dominates the list. Token strategies, aristocrats, and go-wide creature builds all appear at the top, reflecting Skullclamp's near-universal applicability whenever creatures are dying regularly. Its colorless identity means it fits any deck without restriction.
- 13% of tracked Commander decks include Skullclamp
- 77% of drawn Skullclamps reach the battlefield
- T4 median first-cast turn
- 76% battlefield stickiness once cast
- 1246 distinct players have brought Skullclamp to a tracked game
- +6.3pp win-rate lift when cast versus when left in the library
First-cast turn
n=575The "good card" funnel
3314 brought · 1246 playersOf 3314 Skullclamps brought to games, 748 were drawn, 575 of those were cast, and 76% of cast copies remained on the battlefield through end of game.
Players who cast this card win 31% of the time (n=530) , vs 25% when it never left the library (n=2182).
When players drew this card but left it in hand, they won 27% (n=164) — 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 +6.3pp; 95% confidence interval +2.3pp to +10.3pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
827 instancesMost Skullclamps never leave the library, the expected result for any singleton in a 100-card deck, but the battlefield share is notably high relative to the draw rate, reflecting how quickly players deploy it once it reaches their hand.
Commanders that played this card
in tracked games-
1
Doctor Doom, King of Latveria
79 decks
-
2
Krenko, Mob Boss
59 decks
-
3
Edgar Markov
56 decks
-
4
Cloud, Ex-SOLDIER
52 decks
-
5
Caesar, Legion's Emperor
39 decks
-
6
Chatterfang, Squirrel General
39 decks
-
7
Sephiroth, Fabled SOLDIER // Sephiroth, One-Winged Angel
37 decks
-
8
Rin and Seri, Inseparable
35 decks
-
9
Hazel of the Rootbloom
29 decks
-
10
Teysa Karlov
29 decks
The commander list spans red token strategies, aristocrats, and multicolor go-wide builds, with no single commander dominating, a sign of Skullclamp's colorless flexibility across the format.