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Knacksaw CliqueHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Shadowmoor· May 2, 2008
Carte Magic Knacksaw Clique

Knacksaw Clique is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Flying {1}{U}, {Q}: Target opponent exiles the top card of their library. Until end of turn, you may play that card. ({Q} is the untap symbol.)

Complete guide

Knacksaw Clique is a versatile Faerie Rogue that turns your opponent's deck into your personal resource. By utilizing the unique untap symbol, this creature allows you to pick apart your opponent's library while gaining access to their best spells. It is a powerful tool for blue mages looking to out-value their rivals through theft and evasion.

Understanding the Untap Cost

The core of Knacksaw Clique is the {Q} symbol, which represents an untap cost. To activate the ability, the Clique must already be tapped. Because untapping is a cost, it happens immediately when you put the ability on the stack and cannot be responded to by your opponents. Note that summonning sickness applies to this symbol; you cannot activate the ability unless the Clique has been under your control since the start of your most recent turn or has haste.

How the Ability Resolves

When you pay {1}{U} and untap Knacksaw Clique, you target an opponent. Upon resolution, that player exiles the top card of their library. You gain permission to play that card until the end of the current turn. This follows all normal timing rules: you can only play lands during your main phase if you have land drops available, and you must pay the mana cost for any spells you choose to cast from exile.

Common Pitfalls

A common mistake is forgetting that the permission to play the card expires at the end of the turn. If you do not play the exiled card before the turn ends, it remains in exile permanently and you lose the ability to cast it. Additionally, remember that you cannot activate the ability if the Clique is already untapped, as you cannot pay the required cost.

When to Play It

Knacksaw Clique is most effective during your opponent's end step if it is already tapped from attacking. This allows you to untap it to exile a card, potentially giving you an instant to cast or setting up your next turn. It also serves as a surprise blocker by untapping itself through its own ability after an attack.

Interaction examples

Stealing Utility

If you activate Knacksaw Clique and exile your opponent's Solemn Simulacrum, you may cast it during your main phase by paying four mana. When it enters the battlefield under your control, you get to search your library for a basic land. Even though it originated from your opponent's deck, all 'you' references on the Golem now refer to you.

Type Synergy

While Roaming Throne is on the battlefield with 'Faerie' chosen, it is important to note that Knacksaw Clique features an activated ability, not a triggered one. Therefore, Roaming Throne will not cause the exile effect to happen twice. However, the Clique can still exile the Throne itself from the opponent's library, allowing you to cast it to double other triggered abilities you might control.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Knacksaw Clique

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If the permanent is already untapped, you can’t activate its {Q} ability. That’s because you can’t pay the “Untap this permanent” cost.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If a creature with an {Q} ability hasn’t been under your control since your most recent turn began, you can’t activate that ability, unless the creature has haste.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    When you activate an {Q} ability, you untap the creature with that ability as a cost. The untap can’t be responded to. (The actual ability can be responded to, of course.)

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    The exiled card is played using the normal timing rules for its card type, as well as any other applicable restrictions such as “Cast [this card] only during combat.” For example, you can’t play the card during an opponent’s turn unless it’s an instant or has flash. Similarly, if the exiled card is a land, you can’t play it if you’ve already played a land that turn. If it’s a nonland card, you’ll have to pay its mana cost. The only thing that’s different is you’re playing it from the Exile zone.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If you don’t play the exiled card that turn, it remains exiled but you can’t play it.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Tazri, Stalwart Survivor
+Knacksaw Clique
+Biomancer's Familiar
#1

Tazri, Stalwart Survivor + Knacksaw Clique + Biomancer's Familiar

Exile each opponent's library
  1. 1Activate Knacksaw Clique by tapping it, adding {U} that can only be spent to activate abilities.
  2. 2Activate Knacksaw Clique by paying {U} and untapping it, exiling the top card of an opponent's library with the ability to cast that card this turn.
  3. 3Repeat.
Tazri, Stalwart Survivor
+Knacksaw Clique
+Agatha of the Vile Cauldron
#2

Tazri, Stalwart Survivor + Knacksaw Clique + Agatha of the Vile Cauldron

Exile each opponent's library
  1. 1Activate Knacksaw Clique by tapping it, adding {U} that can only be spent to activate abilities.
  2. 2Activate Knacksaw Clique by paying {U} and untapping it, exiling the top card of an opponent's library with the ability to cast that card this turn.
  3. 3Repeat.
Tazri, Stalwart Survivor
+Knacksaw Clique
+Zirda, the Dawnwaker
#3

Tazri, Stalwart Survivor + Knacksaw Clique + Zirda, the Dawnwaker

Exile each opponent's library
  1. 1Activate Knacksaw Clique by tapping it, adding {U} that can only be spent to activate abilities.
  2. 2Activate Knacksaw Clique by paying {U} and untapping it, exiling the top card of an opponent's library with the ability to cast that card this turn.
  3. 3Repeat.
Knacksaw Clique
+Paradise Mantle
+Training Grounds
#4

Knacksaw Clique + Paradise Mantle + Training Grounds

Exile each opponent's library
  1. 1Activate Knacksaw Clique by tapping it, adding {U}.
  2. 2Activate Knacksaw Clique by paying {U} and untap it, exiling the top card of target opponent's library.
  3. 3Repeat.
Knacksaw Clique
+Paradise Mantle
+Biomancer's Familiar
#5

Knacksaw Clique + Paradise Mantle + Biomancer's Familiar

Exile each opponent's library
  1. 1Activate Knacksaw Clique by tapping it, adding {U}.
  2. 2Activate Knacksaw Clique by paying {U} and untap it, exiling the top card of target opponent's library.
  3. 3Repeat.
Tazri, Stalwart Survivor
+Knacksaw Clique
+Training Grounds
#6

Tazri, Stalwart Survivor + Knacksaw Clique + Training Grounds

Exile each opponent's library
  1. 1Activate Knacksaw Clique by tapping it, adding {U} that can only be spent to activate abilities.
  2. 2Activate Knacksaw Clique by paying {U} and untapping it, exiling the top card of an opponent's library with the ability to cast that card this turn.
  3. 3Repeat.
Agatha's Soul Cauldron
+Knacksaw Clique
+Omen Hawker
#7

Agatha's Soul Cauldron + Knacksaw Clique + Omen Hawker

Exile each opponent's library
  1. 1Activate Omen Hawker by tapping it, adding {C}{U} that can only be spent to activate abilities.
  2. 2Activate Omen Hawker using Knacksaw Clique's ability by paying {2} and untapping it, exiling the top card of an opponent's library.
  3. 3Repeat.
Agatha's Soul Cauldron
+Knacksaw Clique
+Selvala, Heart of the Wilds
#8

Agatha's Soul Cauldron + Knacksaw Clique + Selvala, Heart of the Wilds

Exile each opponent's libraryInfinite colored mana
  1. 1Activate Selvala by paying {1} and tapping it, adding at least {3}.
  2. 2Activate Omen Hawker using Knacksaw Clique's ability by paying {2} and untapping it, exiling the top card of an opponent's library.
  3. 3Repeat.
  4. 4If you control a creature with power 4 or greater, this combo nets infinite colored mana.
03

Legal formats

modernlegacyvintagepennycommanderoathbreakerduelpredh
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