|Commander / EDH||Legal|
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|Dragon's Maze (DGM)||Uncommon|
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Wear / Tear
Destroy target artifact.
Destroy target enchantment.
Fuse (You may cast one or both halves of this card from your hand.)
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Wear / Tear Discussion
1 week ago
I agree with the idea behind Pariah. I play it in my version and it can be back breaking for some opponents. The Shield also goes in of course as a back up plan.
1 week ago
Legion's Initiative? One more Boros Charm effect couldn't hurt
It looks like you're not running enough artifact and enchantment removal. Some good ideas would be Wear / Tear, Return to Dust, and Aura of Silence. You can't really afford to lose to a Ghostly Prison or a Crawlspace
Dusk / Dawn could be incredibly useful in here because it can recur all your tiny creatures
3 weeks ago
I'm not calling it bad, but very cmpetitive might be a stretch.
Sideboard definately needs some work
Just some fuel for though:
2x Wear // Tear
1 month ago
Master Warcraft has been a favorite of mine to Sunforger out, but any removal, like Wear // Tear, Disenchant, or Abrade etc. is good too! Enlightened Tutor similarly can be powerful if you have good targets!
1 month ago
Neotrup wrong. Doesn't matter if it is in your hand, on your shoulder or whatnot as long as it is ALSO on the battlefield (for the same reason Wear // Tear is a multicolored red AND white card no matter what). The whole point of the card is that it works with ninjutsu.
2 months ago
Eidolon of the Great Revel. This is, perhaps, the most Red card one can play. It hurts you, but will end up hurting your opponent far more. The vast majority of spells in Modern are under 3 CMC, meaning most every spell your opponent will play will ping them for 2 damage. While you're playing a lot of spells that will ping you for 2 as well, they also deal 3 damage to your opponent, so you come out ahead in that exchange.
Skullcrack is a solid burn spell with some pretty nifty additional effects.
Searing Blaze will often hit your opponent for 3 and take out one of their creatures.
The next thing you'll want to do if you wish to play competitively is make a sideboard. A sideboard is a set of 15 cards that do not go in your main deck, but can be substituted in and out before games 2 and 3 of the round. You're a bit limited in mono-Red in what you can place in your sideboard, but some solid options would be Abrade (as shirouu suggested--I'm just not sure you want to mainboard a spell that can't hit an opponent), Ensnaring Bridge (to deal with creature-heavy decks, substituting out your own creatures), and Relic of Progenitus (to put pressure on Delve and other graveyard shenanigans).
That will give you a very solid deck to start. If you feel like upgrading down the line, consider adding White for Boros Charm and Lightning Helix (and Deflecting Palm, Path to Exile. and Wear // Tear in the sideboard). You can also add one copy of Stomping Ground, fetch lands, and a sideboarded Destructive Revelry to deal with artifacts/enchantments.
But adding those colors can be quite expensive due to the fetch/shock lands required. You'll have a solid list with mono-red, albeit one that can't deal with enchantments.
2 months ago
Flame Javelin is great but I think if you are ok running 4x cards with a CMC of 3 then Collective Defiance provides you with a sorcery speed replacement level effect + the option to ditch a hand of lands or put a combo player off their win-con. Seems like a good trade-off 1 or 2.
I agree with clockwork swordfish above about Ramunap Ruins as a 1 or 2 of. In games where you flood it's an out.
I'd also add some fetch, just for the flexibility of hitting for 3 with Searing Blaze on the opponent's turn.
If you agree with me about running a fetch or two, then you should throw in one or two shocklands that allow you to side into Wear // Tear or Destructive Revelry, which is your only option for dealing with things like Worship.
I have no idea if there's enough go-wide in your meta but just had a thought about running Rampaging Ferocidon.