And because Skullclamp is an equipment, with 1 mana as cost and 1 mana to equip, this means that the amount of cards you can draw per turn is only capped by how much X/1 fodder you can bring out

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Explore mechanics are most commonly found in blue and green, making it a natural fit to build a Merfolk deck around
Its devastating once cards like Sanguine Bond hit play
So next time you face off against a wily blue opponent, don't be surprised when they effortlessly counter your biggest spell after drawing half their deck
This is often fine, one loot can be all you need and having a Jace Telepath Unbound in play afterwards is a much better deal than you get with other comparable discard outlets such as Heir of Falkenrath