|Commander / EDH||Legal|
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|From the Vault: Twenty (V13)||Mythic Rare|
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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
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 ;)
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.
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.
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
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.
3 weeks ago
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.
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).
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:
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?