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#clocknapper
mtg-cards-hourly · 2 years
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Clocknapper
Artist: Marco Teixeira TCG Player Link Scryfall Link EDHREC Link
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markrosewater · 12 days
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Do you think MTGO could handle Clocknapper? (Unstable card that lets you steal one part of your opponents turn). It's a paper Vintage Cube powerhouse that I think deserves a spot in the MTGO cube.
MTGO usually requires the cards to work within the rules which Clocknapper does not.
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i-am-nickelbolt · 7 days
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Un-Cube Draft
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A cool 3-0, 6-0.
Here were some of my sick plays:
In a game I thought I was losing, I cast the Garbage Elemental with cascade which hit Comet, and suddenly I was winning by *miles.*
I cast Clocknapper. (If you've never cast Clocknapper before, this *is* the sick play. Stealing their beginning phase is *brutal*.)
The only time I cast Richard Garfield, I used Standard Procedure as a suspended Ancestral Vision. I then cast Clocknapper to steal their beginning phase, which sounded like a sweet way to get the Ancestral to resolve, but then I killed them.
I got to the phase of the game where cycle Blast from the Past, cast it with madness and buyback to draw more cards so that B.O.B's +1 always made all my Beebles unblockable.
And the sickest play of all, turn 3 Spike + tapped dual, turn 4 Magar, turn 5 Spike for Time Walk, use Magar's ability to make a 3/3 that Time Walks on hitting my opponent, on my extra turn kill all their blockers, take all the turns.
I had a lot of fun.
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sunewomaxu · 2 years
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quarkmaster · 6 years
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"Clocknapper" - Magic the Gathering
"Clocknapper". Illustration that I did couple years ago for Magic the Gathering. The new set called UNSTABLE, will finally be released next December.
Marco Teixeira
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michaeldimotta · 6 years
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The Magic The Gathering spoiler cards reveal comic I worked on this past weekend for cardkingdom.com , written by the talented @terrasum and @GriffnValentine  #mtg #MTGUn3
@Card_Kingdom: And of course, you can find these unstable agents on our website. We hope you enjoyed reading our top secret files! #MTGUN3 #MTG
https://blog.cardkingdom.com/unstable-preview-cards/
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radramblog · 3 years
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MTG Cube Philosophy: Silver-Bordered
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My cube runs some un-cards. Shocking, I know. But I think magic’s 4 joke sets have some hidden gems that are worth peeking into, especially since you’re not going to be able to play them otherwise.
Magic has released a total of 4 joke sets, featuring silver-bordered cards that aren’t legal in any tournament formats, and largely considered a faux pas in kitchen tables I’ve been around. While the more recent Unstable was well received for it’s excellent draft format, and Unsanctioned…exists, outside of these specific cases it is rare to see any of the un-cards hit the field in a game of magic. However, I think for a specific few, a cube is the perfect environment for these joke picks to shine- especially some of those from Unstable, since they’re already designed with a powerful draft in mind.
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For the more vanilla picks, we have cards like Blast from the Past, Crow Storm, Mise, or some of the variants of cards like Ineffable Blessing or Garbage Elemental. These are cards that essentially play like regular, black bordered cards, but have some jokiness to them that gives them that little silver-bordered flavour- Crow Storm could literally still name Storm Crow by name and be black bordered, as shown in cards such as Llanowar Mentor. (I still don’t think you should put storm in your cube, but that’s another topic)
A lot of the Un-Cards are like this- being slightly sillier versions of otherwise fine effects. Another solid example, and one that ends up commonly played in pauper cubes, is Carnivorous Death-Parrot. The old CD-P is, to my knowledge, the only flying “bear” they’ve ever printed without some form of downside, and it’s downside doesn’t actually exist without the awful, awful Gotcha mechanic it’s there to trigger (please never put a Gotcha card in your cube).
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A step up from this is the more bizarre, but powerful effects you see on un-cards, especially at higher rarities. This is where you get broken stuff like Clocknapper or Richard Garfield Ph.D- cards that are, frankly, completely broken and absolutely playable in higher level cube environments. Clocknapper in particular is one I run- choosing “beginning phase” means not only does your opponent not untap or draw, you do, meaning their turn is essentially play a land and maybe attack, making the card you just played a 5 mana 2/2 with Time Walk and a card draw attached. It’s patently absurd, and goes infinite with a lot of flicker effects. Some of them ended up being too powerful- The protection from black-bordered Knight of the Kitchen Sink essentially ended up being a 2 mana white True-Name Nemesis, and I don’t like having one of that card in existence, let alone two.
This is where most of the un-cards in my cube end up sitting- cards that do something powerful but not game-breaking in the more conventional sense- most of them aren’t quite Clocknapper’s power level, though- as an example, Grusilda as an extremely slow and costly but very powerful reanimation engine, or Greater Morphling and Summon the Pack as control finishers. Summon the Pack, Booster Tutor, and the conspiracy card Lore Seeker are all cards that are unique to draft but get more powerful the power level of the environment, and seeing as you’re probably using packs of your own cube for them, they end up being much better in this format than they would likely otherwise be.
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Part of the issue, however, is that many of the Un-set cards, especially those in Unstable, are incredibly parasitic- as in, they rely extremely heavily from cards within their own set to function. You won’t find cards outside of that set referring to Augment, dice rolls, or Contraptions (aside from Steamflogger, obviously), so a lot of those cards end up largely speaking useless, even in a regular cube. The obvious solution is specific un-cubes, which largely end up resembling Unstable draft but with some of the highlights from the other sets. And while I loved that draft environment, I feel like such a cube would start getting old on the third or fourth draft- with that in mind, since most of the cards are very cheap, it’s not a bad starting point for new cube designers, I suppose.
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The other biggest issue is that some of the cards just aren’t fun. Some jokes don’t land, some mechanics are obnoxious (…gotcha…), some cards are just so inanely complex, and by and large the commons from the first two sets are underpowered enough that even pauper cubes would be turning their nose up at them. So peering through the list of un-cards is going to wind you up with a lot of chaff. In that sense, however, it’s not that different from going through any other set- they all have highlights, trash, and hidden gems alike. So I think it is an avenue worth exploring, for any cube designer interested in spicing up their draft a little. Just let me know beforehand if you’re playing Crow Storm, so I can avoid the draft for non-silver-border-related reasons.
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mirapunk · 6 years
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Last night's 3-0 deck plus my contraption deck, rares from prize packs (Hot Fix, Over My Dead Bodies, and Serpintine), and the p1p1 Kindslaver that didn't make it into the deck
list below read more
contraptions: Dual Doomsuits, Hypnotic Swirly Disc, Genetic Recombinator, Turbo-Thacking Auto-Hammer, Jamming Device, Dictation Quillograph, Quick-Stick Lick Trick
lands: Plains x5, Island x8, Swamp x4
white cards: Success!, GO TO JAIL, Adorable Kitten, Half-Kitten Half-, Ordinary Pony, Humming-, Chivalrous Chevalier
blue cards: Novellamental, Crafty Octopus, Magic Word, Crow Storm, Spell Suck, Chipper Chopper, Time Out x2, Mer Man, Clocknapper
black cards: Extremely Slow Zombie, Dirty Rat, Steady-Handed Mook, Hoisted Hireling
artifacts: Split Screen, Angelic Rocket
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triumviratethree · 6 years
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Went undefeated at draft tonight. This was really just a solidly good day. Was really hoping to get a Pheobe and she was my first rare, and all in all had fun, met some new people and learned that people will shout "do you like squirrels" across the room for a free squirrel. Decklist was nice, nobody was taking blue, which left it all to me to get solid flying. 10 island 5 swamp 1 watermarket 1 secret base (sneak) 1 clocknapper 1 sneak dispatcher 2 dirty rat 3 crow storm 2 crafty octopus 2 spy eye 1 modular monstrosity 1 overt operative 2 spell suck 3 capital offense 3 novelmental 1 pheobe, head of sneak 2 blurry beebles Contraptions 1 dual doomsuits 1 twiddlestick charger 1 oaken power suit 1 auto key 1 insufferable syphon 1 targeting rocket
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mediocremagicman · 6 years
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Wednesday night draft!
7 Person Hour of Unstable (3xUST)
After another awful Ixalan draft last week I was so excited when the vote came up to do Unstable this week. So far the format has proven to be a ton of fun and I can't get enough of it. This draft I ended up in a black/green counters deck with a some die roll synergy. I very much like this archetype since it is a well crafted combination of the traditional magic archetype B/G +1/+1 counters with the Unstable nonsense of die rolls. While I thought the deck looked solid I lacked just enough of everything to make it work. I would either find my cards that rolled die, or find my Willing Test Subject without any way to roll. This lackluster performance resulted in a 1-1-1 record which put me in 5th this evening.
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The Draft (Each pick in order from top to bottom, then left to right)
Over My Dead Bodies was my opening rare. This card can be very powerful but is very hard to set up. The undeathtouch means in order for this card to be effective you need more creatures in your graveyard than your opponent, otherwise it does nothing. That said it's exactly the kind of wacky nonsense I voted for Unstable to get, plus taking it early meant I could build around it. I took it and hoped to see if I could make it work. Oaken Power Suit makes my first contraption choice of the night. It's a rare and for good reason, it lets you turn your cheap chump creatures into threats while protecting the actual threat you want to have. You have to have a big creature for it to be really effective but pumping for +2/+2 or +3/+3 is still worth the effort spent to assemble it. capital offense is a solid piece of instant speed removal. It doesn't kill simple big creatures but in this format those are few and far between. Most of your threats are creatures that start off small and have abilities that get out of hand. With capital offense those very abilities are the creatures downfall. In the worst case of a creature it can't kill it can still serve as a combat trick and let you still get there. Turbo-Thwacking Auto-Hammer is another solid contraption choice. Like the Power Suit it turns almost any creature into a problem. Subcontract is a card I've heard a great deal of debate about. Some argue that because you don't get to pick the card that you won't get something worth spending the card. I don't buy into this argument since even if your player outside the game picks the worst card it is still a one for one trade for which you only paid one mana. While some cards have a higher potential upside most cards also have a floor that is much lower. Since this cards floor is never zero it's always worth playing unless somehow you ended up with 23 other cards of pure upside in which case go you. A foil Adorable Kitten is too adorable to leave in the pack. Also experience has shown me that this card is much better than it looks. A think a 1/1 with an ETB lifegain trigger would not be playable. It's tiny and it doesn't block well so the lifegain is just a minor speed bump for your opponent; the format that is already slow so the effect is minimal. This analysis goes out of the window when you have a good creature to augment it with. Have you ever been in a parking lot with 5 speed bumps? Repeating that lifegain trigger can slow your opponent to a stop. Entirely Normal Armchair is a risky card but is again exactly the kind of thing I am drafting Unstable to play with. Against an eagle eyed opponent it's totally dead but potentially kills a creature for just two mana. The best way to hide is is to play it under the land you play for your turn. In the past I've also gotten good value out of it by hiding it under the creatures that have a trigger to sacrifice an artifact for some value. You drop it under the creature as you play it and then be sure to stop and ask your opponent if the ETB trigger resolves. So remember if someone plays one of those without an artifact to sacrifice be careful to not fall into this trap. Overt Operative is my first way to assemble a contraption. It doesn't matter here since I already have good contraptions but when evaluating cards that assemble you have to balance how good they are without contraptions with how easily the card does the assembly and how good your contraptions are. If a card assembles contraptions easily and is decent without them then it should be taken with the idea that you can find the contraptions later. Others are only worth playing when you already have good contraptions. My pool falls into the latter group so I'm willing to take even the mediocre assemblies but this card fits into the first category. The menace makes it easy to get the trigger and makes the card playable even without contraptions. Mother Kangaroo is one of the creatures I spoke of earlier that start off relatively harmless and become a threat over time. The worst case of a 2/2 for five mana does happen but it's not likely and if I can find a decent augment to combine it with then I can have a real engine working. Buzz Buggy is another good contraption; the format is grindy and tends to lead into locked up board states. Having the ability to give trample helps you break that lock and win the game. Willing Test Subject is a powerhouse common in the die roll deck and seeing it this late is a sign that deck is open. Like the Kangaroo it slowly grows bigger and bigger as the game grinds on, but unlike the Kangaroo I don't need to find another card to make it work. Krark's Other Thumb is another great card for the die roll deck. It lets me get better results, but more importantly lets me roll more dice. The triggered ability on Willing Test Subject can trigger for both the die you would roll and the extra die you roll with the Thumb. Midlife Upgrade is a contraption assembly card that fits into the other category than the Operative; you must already have good contraptions but when you do it's worth playing. Don't forget you can chose an X of zero and just use it to assemble a contraption. Box of Free-Range Goblins seems like it would be good in a goblin tribal deck which is an archetype that seem feasible but have yet to see.
Split Screen is a weird, fun, and very powerful card. It checks everybox I came here to check. The ability to pick from four cards every time you draw mean you almost always get something you need. Four mana does seem pricey for an artifact that does nothing as it comes in, but these games go long enough that you will life long enough to get your value. When it's daylight Old-Fashioned Vampire is worth playing and when the sun sets it's a one of the best creatures in the format; it doesn't even die to capital offense. Extremely Slow Zombie is a card I've had trouble evaluating. Even with the drawback of last strike a 3/3 for two seems like good value but every time I've drafted it I've ultimately cut it from the final deck. Snickering Squirrel is a key part of the die roll archetype when you build it so that your deck cares about results of the die rolls. It doesn't help with cards like Willing Test Subject which only care about the raw die roll. The second Armchair is significantly worse that the first since after they see one your opponents are usually very vigilant about looking for it for the rest of the game. But I'm greedy and here to have fun so I'll take it. Steady-Handed Mook is another one of the contraption assembliers worth taking without contraptions. Duplication Device is another very strong contraption and now that I have two good ways to assemble the I'm looking for those. It's a little weaker than one would think because of the tendency of creatures to grow larger with counters which it won't copy but making a copy of the strongest thing is still worth a pick/assembly. Another capital offense is just a good as the first. Voracious Vacuum is a lackluster host that can become an engine when augmented. I think Mother Kangaroo coming around this late in the pack is a sign that green was open. Eager Beaver is playable in a host/augment deck that needs more hosts but that is far from what I am doing with only one augment.
Clocknapper i again hits all the things I wanted out of my Unstable draft. Taking your opponents beginning phase. Is essentially a timewalk since you steal their draw and prevent them from untapping. Even with the double cost I'm splashing it. Luckily I'm in green so I can look to grab fixing in this last pack to make it work. This Ineffable Blessing is the one where I pick a number and draw a card whenever a creature with the chosen number of words enters the battlefield. I quickly glanced through my pile (which is allowed at my LGS, always remember to check if you don't know) I realized I had a critical mass of creatures with two words in the name which I decided made the Blessing worth taking. Wild Crocodile is some exactly the kind of fixing I need now that I'm trying to splash the Clocknapper. Finders, Keepers is one of the few unconditional removals spells in the format and even has an upside I'm actively seeking out. A foil Top-Secret Tunnel was my next pick. Like the trample on Buzz Buggy it breaks board stalls. Selfie Preservation is ramps for two mana. In a slow format like this is ramping to your big things early is a major advantage. Plus it helps with the splash, although I made it much worse by forgetting to find Islands with trees in the art. Multi-Headed should be relatively easy to trigger in a B/G die roll deck and since that is what I'm building I took it even though I don't really have enough of the die rolls to really make it work. Willing Test Subject can can give me die rolls and benefit from them so I'm taking it here just like before. Hazmat Suit (Used) works well because the stat boost plus menace makes blocking difficult enough that you usually get through. Plus I had gloves in my jacket pocket so there was no downside. Another Selfie Preservation is making me feel pretty good about my decision to splash now that I have three pieces of fixing. Quick-Stick Lick Trick is my weakest contraption so far but still worth playing because of the lifelink. The rest of the pack just wasn't good for my deck. Can't get playables every pack.
The Final Decklist
Conraptions 1x Quick-Stick Lick Trick 1x Top-Secret Tunnel 1x Duplication Device 1x Buzz Buggy 1x Turbo-Thwacking Auto-Hammer 1x Oaken Power Suit
Enchantment/Artifacts: 2x Entirely Normal Armchair 1x Ineffable Blessing 1x Krark's Other Thumb 1x Split Screen 1x Hazmat Suit (Used) Instant/Sorceries: 1x Subcontract 2x Selfie Preservation 2x capital offense 1x Finders, Keepers Creatures: 1x Wild Crocodile 2x Willing Test Subject 1x Steady-Handed Mook 1x Voracious Vacuum 1x Ninja 1x Overt Operative 1x Clocknapper 2x Mother Kangaroo 1x Old-Fashioned Vampire 1x Multi-Headed Lands: 6x Swamp 7x Forest 3x Island
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Round 1 (2-0) I played against a R/B deck. While they had strong start game one my deck had more late game inevitability, especially when they draw lands and I continue to increase my cards value with contraptions. Game two they didn't even have the good start from game one and could not find their black mana which resulted me in rolling them over.
Round 2 (1-1-1) was against a B/U deck featuring Phoebe, Head of S.N.E.A.K. herself. Game one they managed to play her turn three which made me hesitant to cast my Old-Fashioned Vampire. I tried to get her with my Entirely Normal Armchair on my turn three but they spotted it and the game went into a grind. I put my deck on Split Screen to look for a removal spell in vain. The game slowed to a grind when I played a Mother Kangaroo which stopped Phoebe from attacking. Eventually I felt I needed to play the Old-Fashioned Vampire just as a 3/3 blocker and draw a card off of the Ineffable Blessing that had found its way into the battlefield. They of course stole the box and Phoebe (who had accumulated a counter along the way) starting crushing me in the air as a 5/6. WIth nothing else but lands waiting on my screens I drew a Willing Test Subject, played it and the other one in my hand. I then started sweating bullets when I played my 8th land and the last card in my hand. I passed the turn and tried to keep up my best poker face as they scanned the battlefield and contemplated what to do. They stole my Overt Operative's text to get menace, then they stole my Willing Test Subject's box so I only had one blocker with reach. They went to combat and swung when the Entirely Normal Armchair snapped and killed Phoebe. I guess she just wasn't sneaky enough. With her out of the way the game swung back in my favor and I took it quickly. Game two I took a hand with all three colors and played Steady-Handed Mook as my first play on turn three to assemble Duplication Device. I thought I might have them when I copied Phoebe with the Device, intending on stealing her text box from her and leaving her inert but I failed to draw a land and didn't have enough mana to activate the ability. Three more turns I failed to draw a land and the game was lost. Game three started with 5 minutes left. Although they managed to play Phoebe I killed her with a capital offense and then time was up.
Round 3 (1-2) I fought a B/W control deck. Game one they drew 5 of their 6 plains. They managed to slow it down slightly with Buzzing Whack-a-doodle on doodle but without islands they didn't stand a chance. Game two they managed to have their blue mana and open with an unblockable Blurry Beeble. With that looting to help and I had to contend with two of their three Magic Words and a Spell Suck. Game three I sideboarded by putting on sunglasses I got off to a good start by playing some creatures and turning on the Split Screen but they used two five finger discounts to turn my Ninja Kangaroo and Split Screen against me. The Kangaroo put a stop to my attacks until the split screen found them the removal they needed and they took it down.
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markrosewater · 2 years
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"do the rules support gaining a one time combat step during an opponent's turn?"
clocknapper sort of does that, doesn't it?
Yes, it does.
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thecyndr · 6 years
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"Clocknapper" - Magic the Gathering https://www.artstation.com/p/9Km4R Marco Teixeira Concept Artist -- Share via Artstation Android App, Artstation © 2017
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markrosewater · 2 years
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Re: silver border in eternal
I had meant to ask if there were any EXISTING silver-bordered cards that could work in eternal, but you wouldn’t want to bring in due to things like power level? Things like spike, Johnny, clocknapper, etc.
Spike is a good example of a card that probably could work, but we wouldn’t want it in Eternal.
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markrosewater · 2 years
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May I squeeze Clocknapper's nose?
Only if she gives you permission first.
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