Tightening Coils

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Tightening Coils

Enchantment — Aura

Enchant creature

Enchanted creature gets -6/-0 and loses flying.

legendofa on Here, have an Albatross

10 months ago

As fun as giving your opponent a loss condition is, this one does come stapled to a 6/6 flyer. (Don't staple things to albatrosses.) Is there room in here for Tightening Coils or a similar effects?

Zelpoke on Sea creatures

6 years ago

I have a few questions, if you Stormtide Leviathan and Scourge of Fleets, than Scourge of Fleets can't attack which may be bad in some situations. Also, do take out Tightening Coils from you sideboard it's a really bad card. I will give you some better sideboard suggestions in a bit.

Orion93 on sram

7 years ago

Sigarda's Aid, Authority of the Consuls, Glint-Nest Crane

Those are Sram Deck musts to begin with. Whir of Invention is unnecessary usually but as a 1 of to find an aetherflux reservoir I understand it. I would lose the Inspiring Statuary completely if your deck isn't going to change much from what you have listed here. It's not doing much for you. At all.

Why not try a few good aura spells? Conviction is great with ornithopter. Or run things like Ice Over, Spontaneous Mutation, and Tightening Coils for a control field.

You'll do well in standard. Your control is heavy but easy to play and can help buy time for your combo. Maybe try a couple Turn Aside in side board. Or Encircling Fissure as a white fog. There are better cards. Those are just easy to get.

xXOverMindXx on Mechanized Clues (Budget)

7 years ago

Sigarda's Aidand Open the Armory have almost no use in this list considering you have no auras or equipment.

If you want though you could add things like Ice Over and Tightening Coils also if you want to spend the money Imprisoned in the Moon

also i'd up anticipate to 4 of. good cycling card to ensure you get what you need.

hope that helps

be sure to look over and leave a review for my decks if you get a chance ;3

Fairmount on Fuck you, sincerely, blue

7 years ago

Nice! I can always appreciate a control deck. There are a lot of new tools available with the release of Aether Revolt. Also maybe some from kaladesh you may have missed. I'll throw out some suggestions and I'll try to keep them budget

-Keep in mind Aether Revolt prices will slowly drop over the next couple weeks-

Baral, Chief of Compliance would be excellent here!! Especially if you are countering a bunch of spells - on that note, Baral's Expertise would also excel

With black you have access to things like Fatal Push and Harsh Scrutiny. Imagine Scrutiny or Push turn 1, then holding up mana for Revolutionary Rebuff turn 2.

Noxious Gearhulk is incredible, but he does need backup. That's where Sphinx of the Final Word comes in. Great in the control mirror match. Heck he's great all around.

One of the biggest advantages of playing control is always having answers in your hand. You aren't taking advantage of the great card draw spells that are available such as Glimmer of Genius(works great with Baral's Expertise), and Anticipate/Take Inventory.

You are playing a LOT of countermagic mainboard and I think that's where you could swap in card draw. Horribly Awry is the weakest counter, however it would be good in the sideboard. Tightening Coils could be easily swapped for draw spells.

Sorry for the wall of text, I just love brewing and playing control! I will probably double post at some point if I forgot something lol. Good Luck!!

Firebones675 on Controlled Bursts

7 years ago

If possible you might want to make a few cuts to bring your deck size down to the minimum of 60 cards. This gives you the highest chance to draw you best cards or the card you need in a given situation. Also even with a 60 card deck i'd consider adding a couple more lands (maybe around 23ish total) to make sure you have enough mana to cast your big spells like your dragon or artistry.

Here are the cards that I think your deck would be fine if they were cut. You might need to trim down a few more after these but its a step in the right direction:

Curio Vendor: a 2 mana 2/1 isn't super effecient and i think you have better creatures in your deck already

Cathartic Reunion this card isnt bad by any stretch but where it shines is in decks that want to discard cards to get things in the graveyard. Being in blue you have acess to a lot of great draw spells like Glimmer of Genius that give you more cards than before you cast the spell.

Make Mischief: I know some people who like this card but personally i'm not a huge fan of it.

Tightening Coils If you need to take out a blocker to get for damage this doesnt help much. I'd much rather use the Malfunction in your sideboard here

Terrarion&Prophetic Prism being only in 2 colors you won't need much help in color fixing

Lunar Force without ways to repeatedly get it back from your graveyard, this is going to trade for the worst card in their hand. Most of the time you would wand something like Void Shatter to give you the choice.

Hope this helps.

Eilel on Safe Westvale Abbey

7 years ago

I feel like you'd want to run Glimmer of Genius instead of Live Fast, it's a bit more expansive in mana, but it will let you dig twice as deep.

Kalitas, Traitor of Ghet is a good card agains aggro and it provides more tokens, that you can use to transform Westvale Abbey  Flip.

For your deck I'd suggest to remove Visions of Brutality and Tightening Coils. It's sort of stops creatures but either can still block or attack. Westvale Abbey  Flip is already difficult to block. You might want to switch it out for some removal like Grasp of Darkness or Murder.

Negate is better for your sideboard, cause in some matchup's it's a dead card and you don't want that in your mainboard.

Samuel-Frederick on $10 Mono Blue Control Ultra Budget

7 years ago

Hey Dr.Woodenstein, just a few ideas I'm going to throw your way.

Firstly, you're running 64 cards, and this really wants to be 60. I assume it's just an oversight, which is easily done, so I won't bore you with why you should only be running 60 lol.

Anyway. The deck is really slow of the ground. Now this is fine when playing against mid-range and control of course, but aggro will run straight through it. To fix the issue, simply run some one and two mana answers to those pesky problems that are aggressive creatures. You just need to slow them down for long enough to get into the mid game, and then it's all yours. So, how about some enchantments? Sensory Deprivation, or Spontaneous Mutation (worse in the early game, but lets you leave counter mana open). -3 may not seem all that exciting, but it is. It stops or hugely hinders any early game creature for only one mana, it keeps you alive from the first turn. Same with the two mana cards of Pin to the Earth, Tightening Coils, or Aether Meltdown if you want to play instant speed for counter magic. You also have Ice Cage, Spectral Prison, and Narcolepsy. Dealing fast with annoying creatures.

You don't have to use enchantments of course. Now you are running disperse, which I appreciate is instant speed and deals with more than just creatures. But think about Clutch of Currents, and Rush of Ice. They are one mana, which is so important, and in the mid game give you blockers and win conditions.

Then let us look at creatures. I'm a lover of the two mana value creatures that are available to control, such as the younger siblings of Snapcaster Mage; Augur of Bolas, and Omenspeaker. Nice blockers, and give you a guaranteed bonus. Or the younger sibling of Solemn Simulacrum, Filigree Familiar. Now for win cons, you're running five, both the Sphinx and Aetherling. They are taking up a lot of room. These creatures are hard to deal with for an opponent before you take into account the amount of counters you're running. Personally, I'd be happy with only running two. Choose your favourite and run two of it. The reason I don't want five is that they are all competing for the same role, high mana win condition. If you want to run more creatures then add in creatures that do a job but in a different mana slot, such as Dungeon Geists, cheap, flying, removal, and in an uncompleted slot.

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