Tangle Wire

Tangle Wire

Artifact

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

Trade

Have (1) Mortiferus_Rosa
Want (1) BSwCDo

Printings View all

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

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase 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

Ziusdra on Card creation challenge

1 day 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).

Hi_diddly_ho_neighbor on The Best Artifact Colors: Golgari

3 days ago

Thanks for the comments!

bushido_man96 - I do already have Conjurer's Bauble in the list, but I forgot about Urza's Bauble. It's probably better than Ichor Wellspring in this build. I'll definitely swap those. Tangle Wire is interesting, but I am not really into playing mana denial type stax.

Daedalus19876 - Good point on Sheoldred. I just love the card so much haha. A lot of my removal package can hit multiple permanent types which is why I didn't feel the need for more specific removal, but I do have a Force of Vigor sitting around so I can see about adding it. Thornbite Staff is basically a board wipe with Glissa on the battlefield due to her deathtouch. Viridian Longbow is another option with her. I've seen Ashnod's Altar + Grave Pact + Hex Parasite in Glissa before, but not Attrition + Ornithopter. I'll have to consider it.

bushido_man96 on The Best Artifact Colors: Golgari

4 days ago

I run the Baubles in mine: Urza's Bauble, Mishra's Bauble, and Conjurer's Bauble as cheap, reusable draw. Tangle Wire is also useful.

Nodrog666 on Numot Stax

1 week ago

Hey man! Good first draft! I like some of the ideas in here. I have some constructive criticism for you, so, as brutally honest as I will be with my suggestions, keep in mind I’m just offering my best advice on how to improve this list. I tested this deck a bit and here’s some thoughts I have:

More Tutor / Draw: You’re running very little card advantage, which I noticed when I was testing this deck. There isn’t enough dig or deck manipulation going on here. Basically every time I found myself durdling. Here are some suggestions:

More spot removal: Your deck doesn’t have a lot of ways of dealing out targeted removal. Mass Land D and other sweeper spells are great and all, but you also need ways of handling individual problems as they arrive. Here are some suggestions I have:

More Persistent harassment: You’re running MLD, Tax, but you aren’t running a whole lot of effects to consistently torment the opponent. Smokestack, Pendrell Mists, Kataki, War's Wage, Manabarbs keep pressure on your opponents. Even just running more stuff to slow things down (Winter Orb, Tangle Wire, Kismet, Rule of Law, Stranglehold etc.) would be useful here.

Consider less creatures, more enchantments: Hatebears are cool, but consider the fact that they are easier to kill than their enchantment counterparts. Magus of the Moon dies much easier than Blood Moon and you want these effects to have a good return on investment. This one is more food for thought than actual criticism.

Suggestions for cuts: Hall of Heliod's Generosity (?): It’s a great card, but right now you aren’t running enough Enchantments to justify it. Most of the time it’s going to just tap for colorless. If you run more Enchantments, it’s a keeper! (I think I’m going to try and find a slot for my own deck)

Jhoira, Weatherlight Captain: This is pretty vestigial. It’s not really pulling much weight. Cut it.

Karn, Silver Golem: See above.

Remorseful Cleric: This is too squishy. Run Tormod's Crypt instead. Just as easy to recur (moreso, in fact, cause Academy Ruins sees it) and it lowers your curve.

Tomik, Distinguished Advokist: I get what you’re going with here, but you’re blowing up your lands anyway, making them untargetable is kind of moot. There’s a bunch of hatebears I’d rather run in this slot.

Burning of Xinye / Wildfire: These are weak, you can do way better for MLD in your colors. Add Sunder (Cheaper at Instant speed!).

Saltblast: This card is kind of bad. Costs waaay too much for targeted removal. Also, is completely dead against decks that run white. I’d honestly remove this and replace it with Wrath of God instead.

Karn, the Great Creator: Not doing enough. I see the combo with Mycosynth Lattice, but Hellkite Tyrant is a much better combo.

Elspeth, Sun's Nemesis: This card isn't great. If you want Elspeth, put in Elspeth, Knight-Errant or Elspeth, Sun's Champion instead. Both make tokens as a +1 ability.

Empowered Autogenerator: Too slow, too expensive. It’s not as good as it looks. Ideally, rocks should slot into the 0-3 CC range. If you desperately wanted something in the 4 slot, why not just run Thran Dynamo instead? It’s more consistent.

Firemind Vessel – See above.

Azeworai on

1 week ago

Welp. Due to the essence of this being churlish and competitive, I shall aid you as such.

A stack package is oft a requisite for decks such as this. Urza, Lord High Artificer, Winter Orb, Static Orb, Smokestack, and Tangle Wire beseem this.

Swan Song, Foil, Daze, and Force of Negation are all of note.

Soothly, Isochron Scepter and Dramatic Reversal spell only doom.

May woe betide your foes.

ShreddedByCrows on Surrakar tribal challenge

1 week ago

Cool concept, even if it's pretty hard to match. A bit of an easy take on your theme, but why don't you play some Shapeshifters as a way to have more Surrakar? Tribal cards also could help.

As Surrakars' living places are mostly wild forests and underground rivers, there's a lot to do with that without having to back up only on the Zendikar's expansions.

1.) River cards:

  • River of Tears not the best land you could find, but fits in there

  • Underground River certainly an essential

  • Bad River cheap fetchland fitting the theme

  • Rushing River great removal, really underplayed, fits the theme / you can try something revolving around self land destruction if you decide to give it a try (Crop Rotation, Crucible of Worlds, Wasteland, etc.)

  • River Kelpie interesting creature, which design feels otherworldly and weird, according to the Surrakars /n needs a graveyard gameplan to be effective, and that will seem fine (obvious synergy is [card:Cauldron of Souls] and it's a playable card in there) / pretty good interactions with Yarok / card draw

  • Carpet of Flowers staple in lots of decks for mana production, depends on your playgroup though

  • Dire Undercurrents excellent synergies with Yarok, enabling your creatures without etb-abilities to be more effective / card draw, card advantage

  • Undermine weird counterspell, not really that good, not bad either / illustration matches with the theme

2.) Cave cards:

3.) Cloning your Surrakars cards:

  • Mirror of the Forebears not the most flavourful one, but gives you a cheap way to get more Surrakars so it deserves being at least mentioned

  • Fated Infatuation same comment as for the Mirror, with the advantage of the more abstract card name / waterpoint in the illustration

  • Mimic Vat classic card, not the most flavourful

  • Wall of Stolen Identity more of a Ravnica-themed card, but worth mentioning

  • Phantasmal Image if you can alter a bit the card's image, it could be some Surrakar there / otherwise, it's a good card, and the illustration is strange enough to not injure your theme-deck-style imo

  • Metamorphic Alteration also a nice one

  • Mirror Image not as good as the others, still a wildish illustration style according well with Surrakars

  • Unstable Shapeshifter funny card, a quality+ illustration

  • Bramble Sovereign Surrakars also living in the Guum Wilds/Tangled Vale, this one feels really good / has some interactions with Yarok

  • Rite of Replication Zendikar-themed, water-themed, excellent card, good interactions with Yarok

  • Supplant Form let's just assume for a while that this is Surrakar's magic lel

  • Dual Nature yeh it is slow, but it is strong / interactions with Yarok

4.) Tribal outlet:

5.) Yarok outlet

6.) Other cards

I hope you'll find something helpful amongst those suggestions, keep on brewing and thanks for sharing it!

Mortlocke on EDH vs cEDH

2 weeks ago

I have to point out that players here need to stop using the numbering system to measure the power of their decks. "My deck is a 6, 7, etc" isn't communicating anything about your deck. I have picked up from a video near and dear to my heart: How to Power-up your decks by the CommandZone Podcast. They talk about decks in two ways:

  1. What kind of cards are you including? What are the themes? Are you running Tangle Wire? Infect? Freaking Blightsteel Colossus?

  2. What turn can your deck threaten to win on a consistent basis? Turns 1-3? 5-8? etc?

I encourage all of us as Commander players to abide by this standard for the turn 0 talk. No more of this "I build 6's and 7's" and more of "Hey, I run stax and I lock the board down with Aven Mindcensor, Winter Orb and etc. I tend to go out on turn 4. Do you want to play this deck?"

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