Quote from Prid3 »I did the opposite lol. Skullclamp is oppressive and trivializes decision making for everyone in the game. Use Clamp, remove Clamp or lose to Clamp; those are your options. That's ridiculous given that it can hit as early as turn 1 lol. I'm saying this as someone who plays with the card and suggests that decks to include it, so I'm not insulting anyone or anything, but at no point do I feel like I'm playing a challenging game of Magic when I'm Clamping. That's why I prefer to build decks that don't include it so that you have some legitimate play and deckbuilding decisions to make.
Ahh, I see. When you were talking about testing the 0-2-4 methods I thought that was in reference to the Experimental Frenzy not the Skullclamp, lol. While Skullclamp is a very powerful card, I guess I just don;t try to abuse it as much as I could. When playtesting the deck, if I had both frenzy and clamp in play at the same time, I'd always use frenzy first then only use the clamp if a key combo piece was on top to save in my hand.
But yeah I completely understand what you're saying. I have a personal restricted list for some cards that I try not to play cause they're so good but if I do play them I'll only ever play em as a one of. Cards like Exsanguinate and Gray Merchant of Asphodel.