Wear / Tear

Legality

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

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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Set Price Alerts

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Wear / Tear Discussion

dhannum on Marath Dino + Token + Combo

4 days ago

Selesnya Sanctuary -> Bountiful Promenade - a better dual

Sylvan Reclamation -> Wear / Tear - Cheaper and almost as flexible

Warstorm Surge -> Boros Charm - Warstorm was more for the enrage angle, which I'm moving away from, and how did I forget about Boros Charm

Cacophodon -> Phyrexian Altar - Cacophodon was another dino I was trying out, to untap double lands, but it just didn't work. And everyone knows the Altar is awesome, plus I pulled a foil :)

The rest is an attempt to lean into a superfriends subtheme

Out

Collective Unconscious

Fiery Confluence

Pyrohemia

Magmaquake

In

Ajani Unyielding

Ajani, Mentor of Heroes

Nissa, Vital Force

Nissa, Voice of Zendikar

hkhssweiss on Edgar Markov's Bloody Vengeance

2 weeks ago

Twilight Prophet , Wear / Tear , Silence , and Faith's Reward are all great cards to run when encountering most situations. Skullclamp should also be added in for the powerful card advantage it gives.

Hope that helps!

CriticalZER0 on Kynaios and Tiro of Meletis Group Hug

3 weeks ago

kotnash0r (kingquark?),

I'm glad you like the list!

To improve the deck I would definitely change the manabase so lands don't come into play tapped. This means cutting all the tri-lands/scry lands and adding fetches and shocks (or duals).

Cards I'm thinking about cutting:

Cards to add (or try):

I'm hesitant to add combos because I normally don't have issues closing out games once I'm drawing a lot of cards, it's simply a matter of not losing first. The new Niv-Mizzet might be fun for the extra card draw though.

hkhssweiss on Judgment Day: Avacyn the Purifier EDH [REDUX]

3 weeks ago

Heya Daedalus19876,

Here are some cards you can try out:

The thing about going the hatebears route is that it is adjusted to your meta, how is your meta been like? I would also say going heavy in the Sunforger route would be great. Including cards like Wear / Tear , Chaos Warp , Oblation , Forsake the Worldly , Teferi's Protection , Tithe , Comeuppance , Faith's Reward , Lapse of Certainty , Rebuff the Wicked , Ghostway , and Eerie Interlude .

Hope that gives you some ideas you can toy around with!

hkhssweiss on Aurelia, the Warleader EDH

3 weeks ago

You can definitely add in more cards for the sunforger package.

Some cards you can consider are:

Just to name a few, hope that helps!

DespairFaction on Aurelia, the Warleader

1 month ago

I disagree with some of the above. I do agree that the artifact lands are fragile. It may not happen every game, but when you lose them to a vandal blast type of effect, it hurts real bad. Its very rare that I run into problems with the Rav bounce lands so keeping the boros garrison is just fine. Its essentially 2 lands for the cost of 1 card.

I really like solemn simulacrum in aurelia. Its a creature and a land. And it stops a big non trampling attacker from coming in, because they won't get the damage through and you just draw a card, so they will attack someone else. Its subtle, but Ive found I'm happier with it in play than not. I counted about 8-9 pieces of ramp, so I think you are in good shape right there.

One thing I did notice is that you are a little crowded on 4CMC cards so you should probably cut a handful of those, and add some stuff at the top end for late game punch. You have a good amount of ramp, so you want to have good things to ramp into. Heres what I got, (this one will be controversial) but I would actually cut Bruse Tarl, for True Conviction . Same ability, but more powerful and fixes curve issues. I would love to see you cut a PW out of the 4 slot. They are all good in their own ways, but I think Nahiri is the weakest of the bunch. For me it usually just ends up being removal. I feel like I'm not getting enough value if i just use the + mode and the ultimate can be lackluster without an eldrazi. I would replace this with a Wear / Tear or Chaos Warp depending on which type of removal you need more. also both are sun forger targets. Again just for curve considerations, I would cut wrath of god for blasphemous act. The times they don't do the exact same thing are uncommon enough. Its a tough choice right here, but my next cut might be Exalted Angel. Is it sweet? Absolutely? Have I won games with it? Oh yeah. But it does force you to choose between attacking with a massive token army or just your commander and that is awkward. So I might switch that out for Adriana, Captain of the Guard similar type of effect, but pumps your whole team, and fits the curve better. Archangel of Thune would also play a similar role pump your whole team and gain you life. I also wouldn't mind you seeing add another 6 drop to the deck. Etali, Godo, and Inferno titan are all sweet choices. Thats what I got for now :)

hkhssweiss on Aurelia's Legion

1 month ago

Arioch117

My best friend plays a mean Aurelia deck, so here might be some cards you can consider for a sunforger package!

Also some additional cards you can use that might help would be Steelshaper's Gift , Open the Armory , as well as Enlightened Tutor !

Hope that helps!

ItzCrazyy on Private army

1 month ago

On face, the deck seems like a good budget deck. It conforms with the general standards for an edh deck and follows a clear strategy. However, I think that there are some problems with the deck. Although it is built on a budget, there are only 6 ramp card in total plus 2 cards which decrease the cost of soldiers. On face it looks ok, but paired with only 36 lands (one of which ( Temple of the False God ) being a half-ramp card) it is questionable. I would add another ramp (like Thran Dynamo ) and a land ( Evolving Wilds , Terramorphic Expanse , Spinerock Knoll ). Also, I would argue that the removal in this deck is weak. The only true removal spell is Swords to Plowshares while others with worse conditions, like Response / Resurgence and Spear of Heliod , can have some major downsides in a commander game. The other single target removal spells ( Steam Catapult , Intrepid Hero , Catapult Squad and Catapult Master ) are, quite frankly very limited and. In addition to the weakness of the removal, there are only 7 of them, which is, in my opinion, quite lacking, especially considering 4 of them are creatures and there is no enchantment or artifact removal. I would reccomend the extra investment for Path to Exile , and also consider Lightning Bolt , Vandalblast , Wear / Tear and Oppressive Rays . One final point is the colour wheel of the deck (next to the mana curve). I find that, for a 2 colour deck, there is far too little red for it to be worth playing. Because of this, there are relatively few red mana producing cards, meaning often you will not be able to play the few red spells that you will inevitably draw, they are dead cards (this is why i recommended Terramorphic Expanse and Evolving Wilds above). However, I would also like to complement the deck building, as the theme of the deck is very strong and maintained, and I hope to see it do well in play-testing.

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Wear / Tear occurrence in decks from the last year

Modern:

All decks: 0.0%

RW (Boros): 0.02%

RBW (Mardu): 0.01%

Commander / EDH:

All decks: 0.01%

RW (Boros): 0.25%

RBW (Mardu): 0.08%