Why isnt Skullclamp being used in T1 aggro? This is a question I have been pondering for the past... 3 minutes, and it continued to perplex me until I began writing this post. Type 1 "aggro decks" appear to be inherently different from Type 2 aggro decks. It seems like, in Type 2,
there are many more board sweepers in the metagame, and there are no ways for aggro decks to deal with them except overwhelming the opposing decks with fuel. Most decks labeled aggro in Type 1, therefore, are very different from Type 2 aggro decks such as Goblins and Ravager. I have come to the conclusion, in the 3 minutes, that with the exception of Food Chain Goblins and MitDem Ravager, all Type 1 aggro decks deemed viable are actually Aggro-Control decks. I have also come to the conclusion in the 3 minutes that aggro-control decks aren't exactly good with Skullclamp. Part of the Aggro-Control decks nature seems to be to counter or preclude the opponent's options for winning and not-dying with their massive board advantage. Aggro decks, in Type 2 at least, don't really try to take away the options of the defending deck, but instead try to be too fast for those options.
Aggro-Control decks in Type 1 seem to take away the opponent's options/win by gaining control of the board... and Skullclamp weakens your board rather than strengthens it. Sure, you can make your board better by playing the freshly drawn cards off the clamp into play, but this takes time and mana, and aggro-control decks need to deny their opponent of as much time as possible.
I was looking at the modular thread, which seemed to me like
a very typical aggro-control deck, capable of amassing very powerful board advantage and thus winning. It doesn't run Skullclamp, and it doesn't seem like Clamp would be as good as the seemingly slower Sword of Fire and Ice.
This is because Skullclamp is actually slower in improving your board advantage.
Sure, it gives you fuel to deal with the slings and arrows of removal and countermagic, but your board is left with less, because you can't drop your entire hand all at once to reinvigorate it until the next turn. Skullclamp gives time to your opponent, and in Type 1 decks are very good at abusing time.
Don't get me wrong at all. I'm not calling Skullclamp bad at all. I've played WAAAAAAAAAAAAAAAAAAAAY too much Type 2 in the past few months to say that. I'm just saying that it's not stellar in Aggro-Control. Please O Vintage Adepts, do not eat my unborn children (I will find a girl who looks somewhat like a girl with a fetish for nerds yet!)
These tenets of Aggro-Control that I've been naming hold true with
Fish too. Aggro-Control decks really neeeed board advantage to win,
and if an aggro-control deck doesnt have board advantage, it is losing.
One reason why Standstill is better than Brainstorm in aggro-control decks is that Brainstorm isn't nearly as effective at helping you attain board advantage as Standstill is at allowing you to retain board advantage. Board advantage is very easy to attain with Fish, and making it even stronger is a very important thing.
One reason why Pernicious Deed is so good against aggro-control decks (if it resolves

) is that it really shuts down their momentum and destroys board advantage instantly. Aggro-Control has been so sucessful
in Type 1 largely due to a lack of effective board sweepers that Aggro-Control decks don't have answers to. (Pernicious Deed is like the only one, and it doesn't work against every situation)
The only viable aggro-control deck that I can think of in Type 2, R/G Beasts, has a terrible time dealing with board sweepers in Type 2 as well.
Hmm... I appear to have drifted off the subject of Skullclamp and into random subjects pertaining to Aggro-Control. And this post is getting long. So let me conclude:
For Skullclamp to be useful in a Type 1 deck, the deck must...
A. Not be Aggro-Control, but instead pure aggro or Aggro-Combo.
B. Not already have a very effective draw engine that allows the deck
to overwhelm the opponent. (sorry FCG.)
C. Be synergistic with Skullclamp, like how T2 Ravager and Goblins are.
Soo... For an AGGRO/aggro-combo (remember, im not talking about pure Combo decks)
deck to work well with Skullclamp in Type 1, it must fit all three of those criteria.
Yep. That means that Skullclamp is officially good in Type 1 Ravager affinity (not modular), which happens
to look exactly the same as Type 2 Ravager affinity.
So... I guess the only thing to say now is to start deckbuilding with these rules in mind...
...If you can find a creature base that has enough raw synergy and power to form the base of a pure aggro/aggro-combo deck BESIDES the affinity creatures and goblins.
Good Luck!
(edit: ...i didnt know it was possible to have this many run-on sentences in one post)