Tangle Wire

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.

Browse Alters View at Gatherer


Have (1) Wythre
Want (1) rpie4444

Printings View all

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

Combos Browse all


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

Tangle Wire occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Tangle Wire Discussion

Mortlocke on Hub suggestions - Soft Lock ...

22 hours ago

A Softlock is a subtheme within Stax, but has a very specific connotation in that opponents will have limited options in breaking the lock e.g. Sword of Truth and Justice + Glistener Elf + Tangle Wire. But with a Hard Lock opponents will not be able to do anything e.g. Icy Manipulator + Winter Orb.

Additionally, Both Hard Lock and Soft Lock are commonly used terms within the lexicon of magic players, see: source under Lockdown.

Epicurus on Ramos Wants Pizza

6 days ago

But I thought cheese was what you called direct damage spells. Are we not doing that anymore?

Jk, very creative way to think about Ramos. I like how you splashed in some Phyrexian spells because his identity allows it, but mostly stuck to Boros. Nice job!

It feels a little clunky in playtesting. There might be too many playoff spells and/or not enough setup spells. To be fair, I only playtested a couple of times.

I do think it would benefit from some classic stax-kit stuff, like Smoke, Winter Orb, Tangle Wire, Ensnaring Bridge, Ghostly Prison, etc. Also, Grapeshot is of course the classic Storm card, but I personally really like Haze of Rage as a spell-slinger card.

Some of these suggestions are certainly not budget friendly. However, the way I see it is if I can justify spending $20 on a bottle of wine that will last me two days, I can justify spending $30 on a piece of cardboard that I potentially will use for the rest of my life.

{Disclaimer: I don't know if you're old enough to drink, and I don't advocate underaged drinking}

Mortlocke on The Song of Phyresis

3 weeks ago

AscendedLandfalls, I appreciate you asking me some hard questions. Yes, lands are definitely the top option as most EDH decks don't run land destruction, but the only viable option (In my opinion) you've suggested thusfar is Farseek. It's a good card, but i'm having a hard time finding a place for it. What would you cut? and why.

I do have some comment for some of your statements: "since you are running Defense of the Heart and some high cmc spells, which are cards for mid-range decks, not fast decks, I wouldn't worry too much about a few lands coming in tapped since it also allows you to color fix early on, but this is also predicated on running a few more basic lands."

  • Spells like Rampant Growth just aren't a good fit for the deck as it is. To get the most use out of Growth i'd have to cut either filter lands or utility lands to make room for basics - that doesn't make sense, and would only serve to weaken the deck's manabase overall. Additionally, with lands coming in tapped early on, I lose out on opportunities to play my 2 or 3 drop mana rocks. I disagree with your logic as lands entering play tapped can potentially waste a play early or late game.

  • I was not aware that Defense of the Heart was an enchantment geared more toward mid-range archetypes - could you provide a source? This deck isn't intentionally designed to be a "fast archetype" (what do you mean by fast? like aggro?). I guess to that point I unintentionally built a midrange deck as I can "combo" with a soft lock on the board (utilizing Tangle Wire and a proliferation source - while proliferating poison counters, ideally). The alternative strategy is trying to swing in with an infect creature and pump it up with enough +1/+1 counters to go for lethal before an opponent can go for a combo.

  • Honestly, I don't run Vampiric Tutor because of two reasons - 1. I have no idea what I would cut for it, and 2. I'm still paying off my Revised Tropical Island (in played condition) + Savannah (in lightly played condition). I have a sweet deal with a friend (he's a legacy player) who wants to offload some revised dual lands (he's upgrading to unlimited) and is giving me a steal of a deal. So, i'm currently working on paying off those two cards and the deck will be fully assembled in paper. What would you cut to make room for Vampiric Tutor? Inexorable Tide? Maybe Lux Cannon. It's a pet card that I enjoy...so I feel at odds about removing it. Plus it is a gaudy distraction on the board, especially when I have multiple proliferation sources active.

  • My landbase is pretty competitive as I want to give this 4 color deck as much of an advantage as I can. This deck isn't meant to be casual, but not entirely competitive either. It's in a strange place where it's a strong deck that can win knock out an opponent as early as turn 4 or 5, but defeat all opponents around 7. Personally i'm not a fan of Stax, as I enjoy actually playing against others. I could push the deck a little further in that direction, but what I really want is a strong and viable means of sealing a win via Infect/Poison counters. My personal hope is that the upcoming Commander Legends set will have something of use to that end. I know Infect is a parasitic mechanic, but it is one that I champion and will forever advocate for.

Thanks for the talk and criticism so far, I look forward to more from you.

thinkoriginal on Wrath of Marath 3.0

1 month ago


Added the remaining fetchlands and switched out Tangle Wire for a faster, more relevant stax piece.


Reflecting Pool


Wooded Bastion

Exotic Orchard

Tangle Wire


Marsh Flats

Verdant Catacombs

Misty Rainforest

Scalding Tarn

Thorn of Amethyst

Epicurus on Card creation challenge

1 month ago

Alright, seems like there's not a taker for another stax companion, so I'll submit another and then wildcard.

Trella, Alela's Emissary

Legendary Creature - Faerie Warlock

Companion - Each creature in your starting deck has CMC 3 or less

Flying, lifelink

Sacrifice a creature: search your library for an artifact or enchantment card with CMC less than or equal to the sacrificed creature's CMC, reveal it, and put it into your hand. Then shuffle your library.

: add or to your mana pool. Use this mana only to cast artifact or enchantment spells.


This one facilitates a popular stax commander more so than being a stax facilitator in general, but she's also a free sac outlet, which is important to the build. Additionally, you could use her to tutor out your Static Orb, Authority of the Consuls, Tangle Wire, Winter Orb, Sphere of Resistance, Rhystic Study, Ghostly Prison, Propaganda, etc etc, and can sac the tokens produced by Alela, Artful Provocateur to search for your Chrome Mox, Chalice of the Void, Everflowing Chalice, etc etc...

Anyway, wildcard.

Moby_Copperfield on I'll Counter that

1 month ago

I assume you've purposely focused on Sagas and wouldn't work with the fading and verse counter permanents e.g.

Fade counters: Tangle Wire, Parallax Tide, Parallax Wave

Verse counters: Yisan, the Wanderer Bard, Aria of Flame, Rumbling Crescendo, Serra's Liturgy

thinkoriginal on Wrath of Marath 3.0

2 months ago


This deck is my favorite, so I love answering questions about it!

Blood Pod is one of those "easy to play, difficult to master" decks. The general idea of ramp/tutor into Birthing Pod/Survival of the Fittest as fast as possible is easy enough to grasp. The tough part is knowing the game plans of your opponents so you can play the appropriate stax pieces at the right time.

What helps is that most cEDH decks win with a set of fairly common combos. Thassa's Oracle/Demonic Consultation is the current go-to; Food Chain or Worldgorger Dragon combos powering out infinite mana; Aetherflux Reservoir or similar Storm finishers. Knowing what set of win conditions the most commonly seen commanders will be using is the first step to piloting a stax deck well.

How these decks get to their combos is just as important to interact with as the combos themselves. Flash/Protean Hulk, Ad Nauseam, fast mana like Moxen, Sol Ring, and Mana Crypt/Vault, and many tutors are all frequent ways to have turn 1-4 wins. Our stax pieces (including ways to break parity) and interaction spells are how we keep pace and control the game.

So what does a good opening hand look like for us? A general rule is we always want some form of ramp/fast mana, like a Birds of Paradise and/or Chrome Mox. On average, we are playing a slightly more fair strategy, and need to be able to keep up. We also want some form of interaction to stop your opponents from going off before you can establish stax, such as Angel's Grace, Pyroblast, Noxious Revival, or Swords to Plowshares, and two lands tends to be about right; one land hands are risky and almost never pan out. Beyond these 3-5 cards, there are three types of hands that I would consider keeping:

  1. The stax hand. Knowing what our opponents are likely going to try to do, and if we have 2 or 3 relevant stax pieces, playing them early can completely disrupt our opponents, giving us time to draw/tutor for a combo.

  2. The flexible hand. If we have a few tutors, maybe some protective interaction like Veil of Summer, we can play reactively to what our opponents decide to do. Search for an answer/interaction, a stax piece, or a combo piece; we have options with this.

  3. The nuts hand. Sometimes we just draw into the win. There is something to be said about playing the aggressive role and going for the throat. It is not impossible to have our opener filled with fast mana, Pod or Survival, Faithless Looting and Guardian/Kiki-Jiki/Karmic Guide, or any combination of cards that we can simply play and win on turn 1 or 2. Sometimes taking the reins and dictating pace if play can pay dividends.

Throughout a normal game, the main goal for this list is mana-denial. Winter Orb, Static Orb, Tangle Wire, Collector Ouphe, Thalia, Guardian of Thraben, and Magus of the Moon are how we slow down our opponents, while Dockside Extortionist, Lotus Cobra, Garruk Wildspeaker, Ramunap Excavator, Gaea's Cradle, and mana dorks allow us to break parity and come out ahead of our opponents.

Along with mana-denial, we also have a few other stax pieces to slow the opposing gameplans. Aven Mindcensor is crushing, as many decks rely on deck searching. Phyrexian Revoker is a silver bullet for many commanders. Ethersworn Canonist stops many combos, as does Spirit of the Labyrinth. Aura Shards can devastate the board, and Grand Abolisher is one of the best forms of combo protection we have.

With some practice and metagame study, this deck can be very strong, fast, and disruptive. I hope this helps!

Ziusdra on Card creation challenge

3 months ago

ZendikariWol Oh no the card certainly won't be at tournaments, I wouldn't assert that. I'm assuming that it's going to be used in edh decks. My playgroup like to experiment with a lot of intricate combo decks, and trying to get them to go off by turn three or four, which I hate them for. But they're constantly tapping one artifact to untap another, to untap a land and a creature and get around the effects of their own Winter Orb and Tangle Wire and whatever. Almost every game I play has an opponent activating abilities of creatures, lands, and artifacts that target other creatures, lands, and artifacts. But, at the end of the day, there are so many ways to get infinite mana in this game, and Iridium Mox wouldn't be the most efficient by far, but I think it does have a place in that sphere (I didn't set out to make a broken card, after all. Clearly we have enough of those in the game).

Load more