|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
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.
1 week ago
1 month ago
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.)
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.)
1 month ago
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.
2 months ago
Warrior Creatures to Consider:
Devoted Crop-Mate like a weird Alesha
Hidden Dragonslayer decent removal
Ironclad Slayer if you are playing a lot of equipments
Malakir Cullblade gets bigger
Champion of the Flame if you go super heavy on the equipment
Garna, the Bloodflame save the creatures from a boardwipe? Not sure how it will do in action
Kazuul, Tyrant of the Cliffs pillowfort and some bodies
Taurean Mauler -technically a warrior
Burnished Hart ramp and can be brought back by Alesha
Gisela, Blade of Goldnight -got reprinted in Master 25 so its cheaper and will get reprinted again in Commander anthology II but that one will be foil so not sure if that will affect price
Grenzo, Havoc Raiser goad is amazing and his second ability is nice if you have mana to spend
Equipment to Consider:
Sunforger one of the best equipments in these colors, fetch your removal
Kusari-Gama mini boardwipe if they block
Artifacts to Consider:
- Gilded Lotus just got reprinted so its cheaper now
- Fellwar Stone our play group usually has your colors
- Oketra's Monument cast a warrior, get a warrior
- Throne of the God-Pharaoh
- Mardu Ascendancy
- Dictate of the Twin Gods you have both gods in deck, so why not?
- Berserkers' Onslaught
- Gift of Immortality
- Behind the Scenes since some of your creatures have low-ish power, although might such with all the anthem effects you have
- Pain Magnification just a fun card
- Kindred Boon
- 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)
- Rogue's Passage
- Sunhome, Fortress of the Legion
- Unclaimed Territory
- Path of Ancestry kinda pricey now tho
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.