Wall of Tanglecord
Artifact Creature — Wall
G: Wall of Tanglecord gains reach until end of turn. (It can block creatures with flying.)
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Wall of Tanglecord Discussion
4 days ago
I'll come up with more suggestions but definitely Terastodon.
1 week ago
3 weeks ago
4 weeks ago
Wall of Tanglecord has a reach ability too, with high defense.
3 months ago
I would add some of these, Guardians of Meletis, Steel Wall, and Wall of Tanglecord, and then I would consider adding a few basic lands for your Gatecreeper Vine to find at times when that untapped land might be useful.
Evolving Wilds might be worth a place in here over some guildgates too as then with basics you can get any color and they also find that land from your deck which thins it by a card.
3 months ago
Interesting card, didn't know this one either. But I'm kinda unsure if it really would be this much of a changer in the game until turn 5 where I usually should be able to bring out one of the biggies. Until then I have to accept dmg on my life I think. Was looking also for 2 drop walls and found Wall of Tanglecord which surely could buy me some time. Anyhow, maybeboarded both of them, playtests will show ;)
6 months ago
Hmmm... Cuts eh? Well, that comes down to card efficiency, reliability, flexibility and personal flavour in decreasing order of importance for the game. But for the player that last part sometimes overshadows the rest, myself included (I play King Macar, the Gold-Cursed after all). So I'll just give my two cents and my reasoning behind it. It's up to you to take it or leave it. Experimenting yourself is the best way to make this decision. Ok, here goes:
-Dream's Grip and Twiddle: I understand you chose these so that you can produce more mana or present blockers when attacked. But your deck is aggressive enough to kill someone in one punch (or two). The resources you put into these cards are not worth the output they give your deck.
-Healing Leaves, the 2xLiving Artifact and Feed the Clan: Lifegain is not a powerfull effect unless you dedicate to it wholly. Even less so in commander where you start with 40 life total, and, 21 cummulative combat damage from a commander can knock you out regardless of your life total. The artifact is also just a bad card, imho! (too slow and too freaky)
-Mind Bend: this could see play somewhere else, but i don't see a reason for including it here. I mean it doesn't work with Kruphix's "colourless" wording as colourless is not colour.
-Opal Palace: this is a good card but will see little to no use in your deck. Your commander is indestructible. That means he will have a strong staying power! A REALLY STRONG staying power! :p
-Quietus Spike: another good card but it's just win-more here. When you are hitting with an evasive 2/2, the spike is amazing. When you are hitting with a 20/20 trampler, not so much.
-Wall of Tanglecord: comes in early and defends sort-of well, but this is not what your deck wants to do. You are aggressive! You plan on smashing your opposition! Your card choices should reflect that and promote that strategy, even by a little bit.
I know these are not enough to get to 100 but more than the cards, it's the Train of Thought that matters ;) Looking forward to see how the deck develops.
6 months ago
Why you are using non-basic lands if you don't have any white card in your deck? o.O
Another idea is put green in your deck and use Assault Formation to granted a secound win condition for your deck.