Ensnaring Bridge

Ensnaring Bridge

Artifact

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

Browse Alters View at Gatherer

Trade

Have (2) lorddarkstar , Azdranax
Want (3) Kriathos , IsmaelDelgado , Brainlord

Printings View all

Set Rarity
Masters 25 (A25) None
Masterpiece Series: Kaladesh Inventions (MPS) Mythic Rare
Eighth Edition (8ED) Rare
Seventh Edition (7ED) Rare
Stronghold (STH) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Ensnaring Bridge occurrence in decks from the last year

Modern:

All decks: 0.17%

Legacy:

All decks: 0.27%

Commander / EDH:

All decks: 0.01%

Ensnaring Bridge Discussion

Endo13 on U/B Mill & Kill v2

2 weeks ago

Magnanimous i do like the fact that Jace's Phantasm is a very cheap 5/5 creature and i might add it to my side deck to work along with Nemesis of Reason & Bonehoard in case i dont have Ensnaring Bridge to cover any incoming attacks atm, although those cases are seldom seen.

Caerwyn on U/B Mill & Kill v2

3 weeks ago

You should run more fetch lands (Polluted Delta; Prismatic Vista so you can get additional landfall triggers with Crab.

I think Fraying Sanity is a trap--it doesn't do enough for you on turn 3, and you're generally better off with a burn spell.

I think Mission Briefing is generally going to be superior to Twincast, allowing you to get archive traps you've already played on previous turns.

Visions of Beyond should certainty be in the mainboard.

Drown in the Loch is fantastic.

I wouldn't bother with any of the creatures other than Crab. Throw Ensnaring Bridge in there then focus on "burning" them with mill cards.

As mentioned above, you want to run force search effects like Field of Ruin (which also gets you crab triggers) and Scheming Symmetry.

Atsuma on EDH Removal Master List

3 weeks ago

Ratchet Bomb,Engineered Explosives,Nevinyrral's Disk,Elspeth, Sun's Champion,Elspeth Tirel,Necroplasm,Chain of Acid,Coercive Portal,Do or Die

idk what your thoughts on listing prevention are but Crawlspace, Ensnaring Bridge, Solitary Confinement all see pretty heavy play in their niche.

I'll probably update as I come up with more of my favorites.

BeholdTheKing on Gyruda Can Be So Heartless

3 weeks ago

I just like Thassa's Oracle Because it beats any kind of infinite life gain, or things that stop you from attacking like Ensnaring Bridge. It also gets around the Solemnity & Phyrexian Unlife lock. Not to mention that Path to Exile can't stop Thassa's Oracle but it can stop Craterhoof Behemoth

Kriathos on Sliver Lords + Jegantha, The Wellspring

4 weeks ago

Thanks for the comment DarkHero, I play Unnatural Selection to steal creatures, im thinking on changing it for Steely Resolve for some protection or Dregscape Sliver or Patriarch's Bidding for some recursion.

Ensnaring Bridge is in the deck to buy some time while get the combo pieces, other cards that can be good are Jokulhaups or go all in tutoring with a Diabolic Intent, what do you think?

Thanks

DarkHero on Sliver Lords + Jegantha, The Wellspring

4 weeks ago

Unnatural Selection feels out of place, the only non-Slivers are Biomancer's Familiar and Bloom Tender

I'm assuming that the intent is to steal creatures with Sliver Overlord's ability, but that will otherwise be a dead card.

Ensnaring Bridge also seems like it will eventually screw you, just simply with Sliver Legion.

Funkydiscogod on Windriddle Sphinx

1 month ago

I think abby315 misunderstands what I meant by saying "it's a one card lantern control." In this card's case, you're not trying to mill them out: you're trying to prevent them from drawing a removal spell or larger creature until they die. About 5 turns.

The way Lantern Control works, is it protects a single card. In the traditional case, it's Ensnaring Bridge because, functionally, being unable to die is the same as killing the opponent. There are variants of Lantern control that recur Pyrite Spellbomb with Academy Ruins to finish the game faster, but these are unpopular because it requires additional pieces.

In any case, the idea is always the same: a card that can kill the opponent if left unanswered, a card to see the top of their library, and a card that can change the top card of their library.

This card is all 3 in one.

If the opponent is allowed to untap with this creature on the battlefield, the game will end in their favor. It's not a high bar to pass: "the opponent doesn't have removal in hand, and doesn't have two consecutive removal spells in their top 6 cards."

psionictemplar on Artifact Deck

1 month ago

I'm going to try and base this advice/suggestions by section.

Creatures: Since you have 32 it's probably safe to say you want to be an attacking deck. Knowing that I would try to up the numbers on Etched Champion and Shambling Suit since they will probably be some of your best damage dealers. Arcbound Worker could also be upgraded to Sparring Construct. I only say this because it can move it's counter to an ugin token when it dies and worker can't. Very niche situation, but still.

I'm also going to suggest a couple extra copies of the Foundry Inspector for speed purposes since it will assist with some of the later suggestions I am going to make.

Lands: It looks like a random pile, but since you don't have any color requirements, I really don't know what to suggest for it.

Artifact: There's a lot of things that don't really assist with the creature/attacking plan so I'd suggest cutting the Clock of Omens and almost all of the Elixir of Immortality. Skyblinder Staff doesn't seem particularly strong compared to Cranial Plating and could probably be switched into something else. What I'm thinking is moving the Mystic Forge to the main and trying to work in a couple additional copies. Possibly in place of a couple Howling Mine's. What, I do think would be an interesting idea would be trying a Grinding Station as an alternate win condition in case the damage plan won't work out. It gives you an out against random problems like Ensnaring Bridge.

Planeswalkers: I think your copy of Karn could probably be more useful as an additional copy of the Ugin the Ineffible for redundancy purposes. That and it will contribute to the Grinding Station idea a lot more smoothly. If you are wanting a karn in your maindeck I think Karn, the Great Creator could be the most beneficial to you, since it could open up a tutor path to your sideboard slots.

Sideboard: I'm going to say this on the assumption you have a Karn, the Great Creator.

What I think would be most beneficial would be a silver bullet type approach with cards like Damping Sphere or Meteor Golem, possibly even Spine of Ish Sah. This could be very customized to whatever you get used to playing against.

Anyhow, these are my thoughts and if you want me to give you quantities on changes, then I'll gladly offer you those as well.

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