Wear / Tear


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
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



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

CaptSillva on We Are Legion

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.

A few other cards you can consider are Iroas, God of Victory, Oketra the True, Brave the Sands, Entangler, Bounty Agent, Wear / Tear, Aura of Silence, and Grasp of Fate.

Ocelot44 on A Fine Day To Die [[EDH]]

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

Kjartan on Very competitive Modern Vampire

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 Damping Sphere

2x Stony Silence

1x Rest in Peace

1x Surgical Extraction

1x Engineered Explosives

2x Collective Brutality

1x Thoughtseize

1x Settle the Wreckage

2x Wear // Tear

1x Anger of the Gods

1x Grafdigger's Cage

SynergyBuild on Victory In Numbers

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!

sergiodelrio on Masterful Ninja and Ninjutsu

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.

cdkime on BURN!!!

2 months ago

Currently you have three cards that are not Modern-legal (Chain Lightning, Fireblast, and Molten Influence). I would consider the following replacements:

  • 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.

insertcleverid on lava spike, vorpalaxe

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.

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 ...

2 months 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.

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