Tangle Wire


Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
From the Vault: Twenty (V13) Mythic Rare
Nemesis (NMS) Rare

Combos Browse all

Tangle Wire


Fading 4 (This artifact enters the battlefield with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)

At the beginning of each player's upkeep, that player taps an untapped artifact, creature, or land he or she controls for each fade counter on Tangle Wire.

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Tangle Wire Discussion

Necro on Kneel before Atraxa

5 days ago

keithallenlaw : Thanks, i try many ways to play this deck. I use proliferation trigger ( Bloodchief Ascension, Yisan, the Wanderer Bard, Crystalline Crawler, Tangle Wire and others ). But i dont use my general as a center of this EDH deck. Its only additional possibility to play, and proligeration trigger is just bonus. A very good bonus, as I have to admit :DThe main problem of fast decks is that their breath may soon be over and the game ends for them...and that is why i choose mid-game and late-game decks. But win with infinite combo in Atraxa in first four turns, that's something I will not reject. Play fun is good, but play competetive on tournament is better :)

Rhys_Fahey : This combo can work. When Thespian becomes a copy of Depths, the legendary rule will be applied and you have to choose which Dark Depths to remain. Of course, you are choosing without the counter (Thespian Stage). The original goes to the graveyard. Now a trigger of Dark Depths runs without counters and sacrifices this land to create the Marit Lage token.

Thank you for the compliment. I do my best ;)

Junk_Heap on Emblematic Experiences

6 days ago


  • Thanks for the vote! To optimize the deck you could add some cheaper and/or more versatile tutors, like Imperial Seal, and take out some of the general good stuff cards for dedicated stax pieces. Both Smokestack and Tangle Wire work really well with Atraxa, Praetors' Voice. Anything to lock your opponents down while you use your Planeswalker cards would tune the deck more. Some of the basic lands could also be swapped out for other lands that produce two or more colors.

Rzepkanut on The Deckwatch [Home Base]

1 week ago

Hey TheRedGoat! I'm not sure why more people haven't noticed yet, but think Kefnet seems like a great control commander. He can draw cards, is hard to kill, cheap to cast, has good power toughness numbers, and even has flying. Leaning on artifacts whenever possible for ramp and voltron and maybe even some resource denial seem like good angles to me. I mean Empyrial Plate on an attacking Kefnet is a 2 turn clock...seems pretty good. Training Grounds or Heartstone seem good enough to keep the hand full of answers for control. Culling Scales can stay in play indefinitely because it can just target Kefnet if there isn't anything smaller. Tangle Wire can just tap him if you can't attack anyways.

Mono blue doesnt have to be control either, having lots of creatures instead of control cards can be good too I think. It might drop a tier or two but you could still build a quality fun blue beatdown deck. I like building lower powered decks as well as more competitive ones, so flying tribal seems cool to me. Put in Kozilek, the Great Distortion as a Kefnet attack enabler for style points.

But really I think a few cards from each main strategy you mentioned could actually work together well. They're mostly all artifact based ideas so you can take advantage of artifact synergy cards like Fabricate and Whir of Invention. Good luck I'm interested to see it.

RiverMayCry on Ayli's White Nausea

2 weeks ago

toodaloo You could say that the inspector was like a glue in the deck holding everything in place. The deck wants a critical number of 1-drops that it can sacrifice to different effects. Thraben Inspector, while not doing anything particularly well, gave you: sac fodder, artifact for metal craft, two permanents for opposing Tangle Wires, card draw (either when top decked or to crack top-of-deck tutors). Also, even if it cost a lot of mana, in a grindy game you could enchant it with Gift of Immortality and keep sacrificing it to Ayli every turn to get clues (and eventually cards). Never terrible - never amazing.

Blood Pet was also a 1-drop that could ramp me towards Ad Nauseam etc..

That being said, this list is terribly outdated as I haven't been playing or tinkering with it. Black and White don't have enough powerful cards to make up a refined 100 card singleton deck with high card quality (card like Thraben Inspector is pretty weak) and the introduction of Tymna gave me a lot better frame for a deck that abuses cards like Culling the Weak or Diabolic Intent. See my newer, much more refined deck Mad Farm where I added red for better card quality and synergy.

muse99 on cEDH Bruna

2 weeks ago

I assume the lack of Academy Rector and Heliod's Pilgrim is intentional? What about redundancy for Rule of Law, like Eidolon of Rhetoric? And redundancy for Armageddon in the form of Ravages of War?

As for cuts, I think Tangle Wire loses out on effectiveness quite quickly. I would rather run Linvala, Keeper of Silence to hate on dorks. Also missing Fellwar Stone here, seems faster than Coalition Relic in most cases.

deadmanwaltzing on

3 weeks ago

ToshiroU & TheDevicer

Been playing and brewing a lot, this is the latest version of what I now believe to be a very strong version of the deck:


All in on the Dramatic Reversal plan, but with a lot of back up pieces to ensure to combo fires. Absolutely excellent at throwing spanners into the works of other decks then going off behind a wall of counter magic.

Austere Command is my spicy inclusion against the rise of BloodPod and similar strategies as a modal wrath. Copy Artifact with Swan Song functions as a tertiary outlet for the combo (infinite birds) whilst both pieces being useful outside the combo. Same goes for Blind Obedience being a hate piece that doubles as an outlet through extort.

Helm and rip are out. Drawing helm feels terrible. This deck is tuned to cut down on bad draws as much as possible. Win cons should double up as value pieces. Tangle Wire back in, honestly don't know why I ever took it out. The card is a house and you need to be playing it. No one seems to like it at the moment but it's hella strong and folks need to be getting on that wagon.

The list I built above (not the one I've linked now) is hot garbage. The real deal is the one I'm linking to now. Helm Rip is bad, honestly guys try this one I'm pumped.

vryidr on Atraxa, Counter Queen

3 weeks ago

Vigor, Tangle Wire, Walking Ballista, Doubling Season, Ezuri, Claw of Progress, Nissa, Voice of Zendikar all seem real good if you're trying to stay with the +1/+1 counter theme (which, despite my personally playing superfriends, is the coolest way to go imo).

FireStorm4056 on [PRIMER] Death & Staxes: Competitive Meren EDH

3 weeks ago


In full disclosure I've never played against that list or one quite like it - but typically the crux of Meren's power is how you choose to mulligan and which lines of play you seek out in your first few turns. In other words, a generic "good hand" and luck of the draw will often not serve you well, as opposed to thinking very critically about your opponents' weaknesses and proactively seeking out the best ways to address their individual strategies.

For example, some games against certain lists I ignore all else and look for Null Rod ASAP, because the disproportionate advantage it provides vs. artifact combo / ramp (i.e. Rashmi, Eternities Crafter combo) is simply so strong that every other line of play is just not worth it in comparison. On the other hand, against something like Yisan, the Wanderer Bard it is usually crucial to find removal or a boardwipe as soon as possible. So, your opening hand / mulligans / early tutors should reflect the line of play you believe is most likely to win you the game (again, a generic "good" hand will usually be the incorrect choice - it needs to be "good" for the specific matchup)

Initial impressions looking at the Ramos list:

  • Our average CMC is far lower, our 0 and 1 drop count is far higher, and we run many more mana dorks than the opponent. Thus, the problem is probably not speed - we should accelerate much harder out of turns 1-3 than Ramos by virtue of this alone. Therefore, the problem must lie with the line of play after the opening turns (as opposed to playing against some combo lists, where matching speed with speed is the crux of the issue)
  • Ramos' average CMC is high and creature count is relatively low. Its nonland mana source count is also relatively low. This tells me that Winter Orb, Tangle Wire, Nether Void, and Thorn of Amethyst are high-value early game plays. These drops are absolutely priority number one against high-CMC decks as they single-handedly destroy their tempo.
  • Being 5 colors and lacking much artifact and creature mana production, a fast Contamination lock would be very problematic for that pilot and may possibly simply win us the game. If you have Meren out and a tutor up, it's probably safe to just go for this right away, given the lack of spot removal in Ramos.
  • Ramos packs a lot of planeswalkers and fairly little creature removal. Planeswalkers tend to be over-costed if you can activate them only once... this, combined with the lack of creature removal means we are probably safe to swarm out with creatures and simply attack / destroy them ASAP. Therefore, we can overextend a bit in order to keep the opponent's board presence from blowing up too much. Assuming we have tax effects in play as well, it should be possible to more than keep up with the opponent's rate of dropping threats.
  • Ashiok, Nightmare Weaver is not something I would spend deck slots to address. Losing a few cards off the top doesn't affect our board, doesn't limit our draws, etc. and your opponent should only get 1-2 activations off before this dies. The likelihood it exiles exactly the right silver bullet at exactly the right time is small enough that I'm not worried about it from game to game - especially if you are playing multiplayer.
  • Ramos seems to play high-value enchantments to accelerate hard and enable high-value plays. Therefore, flexible spot removal or creatures with "destroy-enchantment" effects are going to have increased value here. Tax effects still take preference in the early turns, since locking your opponent out BEFORE he drops enchantments is prefereable. But, given there are 10 high-value enchantments in the list, it's worthwhile to pack at least one answer to enchantments (using Survival of the Fittest, Worldly Tutor, etc).
  • On the other hand, creature removal is OK but probably not the right play to seek out ASAP as many of Ramos' creatures have ETB effects or haste so we can't address them quickly enough - and it doesn't slow down their gameplan enough. That said, as you reach the mid-game a Grave Pact with instant-speed sac outlets gives you great power to address Ramos as he hits the battlefield (but, at this point you should already be ahead).

In summary, we are much faster than this list and it at least appears to me that bogging him down in the opening turns of the game would give us plenty of time to setup a lock or establish fantastic board advantage.

Was this a 1v1 game or multiplayer? If multiplayer, did the rest of the table not use any removal?

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