Ensnaring Bridge

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Masterpiece Series: Kaladesh Inventions Mythic Rare
Eighth Edition Rare
Seventh Edition Rare
Stronghold Rare

Combos Browse all

Ensnaring Bridge

Artifact

Creatures with power greater than the number of cards in your hand can't attack.

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Ensnaring Bridge Discussion

Peisistratos on Esper Salt Mill

4 hours ago

Hi!

You seem to have put some thought into it; but I think your opinions on many cards are limited/biased (Ensnaring Bridge, Leyline of the Void, Leyline of Sanctity, Surgical Extraction, Snapcaster Mage, Path to Exile...). I commented those cards and the plans that playing them presuppose in details in my primer (you can find it in the deck description of my Mill deck). Feel free to have a look! Good luck.

Boza on New League Idea - Standard ...

1 day ago

Naturally, no masterpieces. They do not have a rarity and you do not want to run into decks with Ensnaring Bridge or Sol Ring under any circumstance. However, the gearhulks are still totally legal as mythics.

Dorotheus on Treefolkdancing my way to competitive scene!

3 days ago

The Great Deku Tree is what I had been playing, I too grind out games but keep pressure on pretty well, and have potential to ohko, but not Tower Defense style. I spec it as being the counter to Ensnaring Bridge decks if they really start to muddle the meta, but I don't have a strong enough card base on mtgo yet so I don't play on there too much. I haven't tried adapting to the new meta yet, I'm trying to pin down where it will settle first before I decide on changes.

Winterblast on Atraxa

3 days ago

There are so many ways to play with the colours Atraxa provides and I would say the whatever your plan is, the deck is best when you focus on exactly that strategy instead of doing a bit of this and that.

In our playgroup we have two Atraxa decks at the moment. One player has an infect deck, which means very fast aggro because infect kills with only 10 damage in a 40 life format. His plan is obviously getting a very fast start and dealing a good amount of damage with an infect creature (not necessarily lethal damage, but enough that a player can be killed with 2 or 3 proliferates later). This deck is running no fancy shit with counter meddling and other stuff that does not win the game. Earliest kill is turn 2 with a perfect hand, usually it's turn 3-5.

I play the other Atraxa deck here around and mine (Atraxa's super(un)friendly Stax) is basically creatureless. In my deck I focus on disabling most of what other decks would like to play. Humility, Pendrell Mists, Ensnaring Bridge, Moat, Tangle Wire, Nether Void, Land Equilibrium,...Atraxa's proliferate ability can be used well in this build, as it makes everything better than it already is, but I don't really need her to win. usually I win with planeswalkers (I only play those whose ultimate will really end the game or whose other abilities are really needed in the deck) or with the classic combo Helm of Obedience+Leyline of the Void. My only creatures are Academy Rector, Gilder Bairn, Deepglow Skate, Crystalline Crawler, Lodestone Golem, Trinket Mage, which are basically only additional tutors, powerful utility creatures or stax pieces. This deck doesn't win fast (in terms of making an opponent lose the game), but it can potentially lock down the game starting in turn 1 or 2 and then I have time to find my win options. It often wins by creating a hardlock under which only I can keep playing...you can concede then.

I personally think that slow creature based strategies are far too risky, unless they use a huge lot of disruption in order to deal with control and combo. Playing infect in commander certainly gives you an advantage because most decks are not equiped to play against aggro with only taking 10 damage in total. It's also a lot cheaper to build than a control version. You can focus on green and black and only splash the other two colours for very powerful spells and you don't necessarily need an expensive mana base for that. you would really have to focus on that though...90% infect creatures plus absolutely needed non-infect helpers, enough removal for everything that could shut down creatures/attacking and a lot of cheap or free pump spells.

As for the counterspells you currently use: I would say they are all too expensive. If you don't want to buy Mana Drain and Force of Will you should at least get Spell Pierce, Mana Leak, Arcane Denial, Disallow, Remand, Memory Lapse, maybe Swan Song, Daze, Twincast, Misdirection...reliably getting double blue in a four colour deck is hard enough so if you want to play counters you should choose those that cost only one coloured mana or can be cast for free. Those with double blue should be really worth their effect.

For speed I usually play the standard artifact package with: Sol Ring, Mana Crypt, Mana Vault, Grim Monolith, Chrome Mox, Mox Diamond, Mox Opal, Lotus Petal, Voltaic Key, Coalition Relic and the Mirrodin Talismans in the colours I need. In four colour decks Chromatic Lantern is also great. It always depends on your budget though how much artifact speed you can use...some of these are not among the cheapest cards. Btw I don't think doubling season will drop in price anytime soon. There won't be a reprint in a standard legal set so if it comes again it will be in a conspiracy or masters set, of which not so many are opened.

Pygmyrhino990 on Blue Black Mill Control

3 days ago

QuantumSkies, I use Wight of Precinct Six and Jace's Phantasm as defense whilst my plan hatches, or if i really need to they can be my attacking force. I have been considering all morning to put Liliana Vess into my sideboard and the issue of deck size has also been one playing on my mind, but I can't decide which cards to remove (extensive help wanted). Psychic Strike was a replacement for Counterspell which is illegal in modern. I chose Psychic Strike as a replacement because it fits right in with the typical 3 mana counter any spell and provides a little extra ability which works with my cause. I use Temple of Deceit to help me choose which cards I need from whats coming up, and Dismal Backwater helps me to stay on top of the game in terms of life, even if it is just 4 additional life. I am INCREDIBLY disliking of cards that make me pay life, I don't know why, but I dont like having to sacrifice my own health. I will definitely consider Mesmeric Orb, whereas with the slightly lower mana curve of my deck along with being able to somewhat decide which cards I get, Ensnaring Bridge loses its appeal, as I would intend to have emptied my hand by the time I get to 3 or 4 mana, with exceptions to my counter spells.

QuantumSkies on Blue Black Mill Control

4 days ago

If your win condition is mill then why do you have creatures not related to mill like Wight of Precinct Six and Jace's Phantasm? Sure, there is synergy but it will just make both plans of play more inefficient if you have damage and mill cards. Liliana Vess is a little slow and Psychic Strike is a little inefficient. Some cards to consider are Mesmeric Orb and Ensnaring Bridge. Reducing your deck to 60 is optimal because you can draw the cards you want more frequently. For lands, Watery Grave and Polluted Delta could replace Dismal Backwater and Temple of Deceit.

Skryv on One in a MILLion

4 days ago

frogkill45 I hadn't seen Seek before, I really like that to finish my sideboard!

As for Jace's Phantasm, I've found way too often in my experience with the deck that it helps change games drastically and I never really have an issue playing my hand out to utilize Ensnaring Bridge to make a discard card worth playing in the mainboard. A turn 2 5/5 flyer is dangerous :)

Thanks for the advice!

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