Wear / Tear

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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Printings View all

Set Rarity
Mystery Booster: Store Edition (MYSTOR) Rare
Dragon's Maze (DGM) Uncommon

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Wear / Tear occurrence in decks from the last year

Modern:

All decks: 0.0%

Commander / EDH:

All decks: 0.01%

Wear / Tear Discussion

DemonDragonJ on Wear/Tear or Duergar Hedge-Mage?

1 week ago

In my red/white deck, I have two copies of Wear / Tear, but I am contemplating replacing them with Duergar Hedge-Mage; both cards have the same mana cost, and the former is an instant, but the latter provides a creature, so it is a difficult decision to make.

What does everyone else say about this issue? Which card is better for my deck?

DemonDragonJ on Righteous Wrath

1 week ago

I have replaced the two copies of Glory of Warfare in this deck with two further copies of Cerodon Yearling, which was the original number that this deck had, a change that reduced the average converted mana cost of this deck from 2.94 to 2.81, which means that this deck is now tied with my black/white deck for having the lowest converted mana cost out of all my decks. I was loath to make that change, since GoW is an awesome card, but I decided that Scourge of the Nobilis and Balefire Liege were more than sufficient to make my creatures more powerful and it also was more valuable to have a greater number of creatures to be made more powerful.

Now, I am wondering if I should replace Wear / Tear with Duergar Hedge-Mage, or leave that card as it is.

alexjustdoit on [Primer] Political Subterfuge - Marchesa Aikido

1 month ago

DrunkManSquakin666 - hey there, thanks for the suggestions. Mistveil Plains is currently in the deck, and Tithe has been on the radar (I'll add it to the WIP flex slots section) but is not currently in the deck as I needed the slots for other things and so far Weathered Wayfarer is doing a good job at that. I do like Tithe though, the ability to Sunforge for it could be relevant.

Hide / Seek is also currently here, good card. I prefer it over Wear / Tear. Fight to the Death is new to me, thanks.

Curious to hear what you envision the use-case for Pull from Eternity being?

SideBae on Angels, Demons, and Dragons, oh my.

1 month ago

I agree with multimedia: Two-mana mana-rocks are really important in EDH, as long as you're not in green. My first instinct here is to add more of them, and upgrade the three-drop rocks to two-drops. Three-drops like Commander's Sphere and Chromatic Lantern aren't as good, since they don't allow you to cast your general turn three. Consider some adding some of the following: Talisman of Conviction, Talisman of Hierarchy, Fellwar Stone, Talisman of Indulgence, Arcane Signet, Everflowing Chalice, Mind Stone...

I like Crackling Doom, since to be good 2+-for-ones are necessary in EDH (since you have 3 opponents). Fire Covenant and Kolaghan's Command are also fairly powerful, the former more than the latter. Wear / Tear is also a RW staple.

There're some lands I think you missed. Savai Triome is almost strictly better than Nomad Outpost and could probably replace one of your basics. Mana Confluence, City of Brass, Reflecting Pool, Forbidden Orchard and Exotic Orchard are also funny, though the first few are kinda expensive. If you have $10 and want to get spicy, Shizo, Death's Storehouse can replace a basic Swamp and will give your general more evasion. I also think you can cut one to three lands if you put in more artifact-based ramp, since this'll make your deck faster. Slow-fetches like Rocky Tar Pit, Mountain Valley and friends are also on the table, since they can get Smoldering Marsh and Savai Triome (if you run it).

Alternatively, you could consider the "moon" plan. Blood Moon and Magus of the Moon can be back-breaking against a lot of decks, and if you design your deck right you can still run them in a three-color deck. Running snow-covered lands and Arcum's Astrolabe can help, and your signets/potential talismans are all good ways to smooth out your colors. Ruination is similar. If you want to go hard (I like pushing my decks to be as good as possible), consider Armageddon and Ravages of War: those can end a game if your general is out, since you can prevent a response.

Depending on your meta, you may want to consider cards like Cursed Totem. If you're playing against a green player (who is playing dorks, which they 2,000% should), this will shut down Elvish Mystic etc. and slow them down like crazy. It also shuts down Jace, Vryn's Prodigy  Flip shenanigans and other abilities.

Maze of Ith is similar to Reconnaissance; you can use it on your own dudes, too.

Depending on your deck budget, you may want to consider Demonic Tutor, Vampiric Tutor and/or Gamble. They're all better than Diabolic Tutor.

Depending on your meta, consider running Boil, Red Elemental Blast and Pyroblast. My meta is very blue-heavy and I suspect most are, so at least Red Elemental Blast is generally a safe bet.

Some other demons/dragons/angels to consider: Sire Of Insanity, Archfiend of Despair, Razaketh, the Foulblooded...

Deflecting Swat seems like a good way to protect your general from spot-removal.

Last card I can suggest is Cataclysm. It's good for wiping the board once you've landed your general, and making people lose their lands serves as protection for her. Also note that it totally wipes planeswalkers.

Good luck!

Tylord2894 on Lurrus companion and Adventure cards

1 month ago

Importantly, Adventurer cards are the exception to this. Most split cards have a CMC that is the combination of the two halves. For example, Wear / Tear has a CMC of three, so it couldn't be used with Lurrus as your companion.

cPute on Vampire Deck

2 months ago

I used to play upgraded Vampiric Bloodlust a lot. You need either a lot of cheap vampires (1 and 2 CMC) + some card draw and play as much vampires as fast as possible, or a lot of recursion, since there usually is a lot of wraths. I recommend these cards (I consider them to be Edgar staples):

  • Dusk / Dawn - serves as wrath & recursion
  • Reconnaissance - gives vigilance to any (your) creature you want & helps in combat (you may withdraw your creatures from combat) (read errata, because the card now works differently from the original text)
  • Shared Animosity - the best anthem for vampires! if you have a lot of cheap vampires on the battlefield, this enchantment wins the game!
  • Etchings of the Chosen - anthem & protection for your important vampires
  • Anguished Unmaking - I know it's about 5 USD, but it's completely worth it, my favourite removal/wrath
  • Wear / Tear - great art. & ench. removal
  • New Blood - must have in vampire deck
  • Skullclamp - the best card draw for your deck!

Latest version of my Edgar Markov deck - Vampires 2020.

Joe_Ken_ on Plasma In The Sky

3 months ago

Also some more cards that could be good for the removal package are Wear / Tear , Crush Contraband , Orim's Thunder , Chained to the Rocks , Cast Out, Banishing Light , and Forsake the Worldly

BraxTune on Burn

4 months ago

I definitely want to test around with Wear / Tear though I am concerned about gods being indestructible becoming an issue. Honestly if I had more copies of Skullcrack , I would run more. Since Pioneer was announced, people really have become hesitant about trading those away. Love that card. Not quite the value of some of the other cards on the list but it is mind-game gold.

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