Wear // Tear

Legality

Format Legality
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dragon's Maze (DGM) Uncommon

Combos Browse all

Wear // Tear

Instant

Wear:

Destroy target artifact.


Tear:

Destroy target enchantment.


Fuse (You may cast one or both halves of this card from your hand.)

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Wear // Tear Discussion

insertcleverid on lava spike, vorpalaxe

1 week 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.

Also about your SB: the inclusion of Dragon's Claw tells me you're thinking about long game options. I'd say replace one of those with a Molten Vortex or Seismic Assault.

Another good SB option for a sweeper would be 1 or 2 Anger of the Gods over Volcanic Fallout.

I have no idea if there's enough go-wide in your meta but just had a thought about running Rampaging Ferocidon.

Dannerille on List of Bugs and Feature ...

1 week ago

When adding split cards such as Wear / Tear or Dusk / Dawn to a decklist only half the card seems to get added. Their names in the list are shown as simply Wear and Dusk respectively.

SynergyBuild on Boros Burn

2 weeks ago

+1! Love the list, consider Wear // Tear for the deck!

Kjartan on

1 month ago

Don't like Bontu's Last Reckoning and Flame Jab. They are no that great in a burn deck. I would rather play more cards that help you win quickly, instead of preparing for the long game.

Forbidden Orchard is also kinda counterintuitive in an aggro deck. In fact, you don't really need all of your lands to tap for 3 colors. If you can get your hands on it, a fetch/Shock-based mana-base is best in burn. (Grim Lavamancer is actually not that good without fetches.)

As for your sideboard Wear // Tear should probably replace Revoke Existence, and Chromatic Lantern lantern should probably be something else as well (Especially if you get a better mana-base.)

I do like Pain's Reward though, it's a pretty cool card. Never thought about putting it in burn. (But I would probably put it in the sideboard, since you make the risk of dying after it resolves against a lot of differet decks.)

soul22 on The Town Guard

1 month ago

Wear // Tear x 4 instead of 2 of Smelt and Disenchant in the sideboard

Kjartan on MARDU BURN

1 month ago

I really like Deflecting Palm too. I think you have way too much anti lifegain in the SB now, though, and you seem to be lacking any enchantment removal.

On a sidenote chadsansing, there are actually no situation where Chalice of the Void will effect Wear but not Disenchant. If they have Chalice on 1, both cards destroy it. If they have Chalice on 2, none of them work, unless they also happen to have an enchantment, in which case Wear can then destroy both chalice and that enchantment. If they have Chalice on 3, you can't destroy 2 cards with Wear but it will still just be an objectively better card than Disenchant, since it will be cheaper to cast if you're after an enchantment.

I'm sure we can find some insane situation where Disenchant is the better card, but realistically Wear // Tear is just better 100% of the time.

GarmaReborn on Zurgo World Smasher

2 months ago

Warrior Creatures to Consider:

Non-Warrior Creatures:

Equipment to Consider:

Artifacts to Consider:

Enchantment:

Sorcery:

  • Vandalblast
  • Rout
  • Chandra's Ignition -really great boardwipe for this deck, if zurgo has lifelink you will get that life and also anything that dies will give him counters. You could have zurgo, cast this, and then more than likely one shot a player
  • Read the Bones
  • Open the Armory
  • Disrupt Decorum tapped out won't link this for some reason

Instants: (sticking with four or less Cmc for sunforger shenanigans)

Land:

Notes:

Mardu is great for control, so its best to have plenty of removal spells. I would not have Spinerock Knoll since it might be too slow. Windbrisk Heights might be better than Spinerock tho. Like what if you need to play that spell but can't get 7 damage off. Also, Graveblade Marauder seems too situational to leave an impact. When you start adding/removal stuff to the deck, make sure to keep it low cmc as you can since you don't have much in terms of ramp in these colors; be sure to keep as mana rocks as you can for the same reason.

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