Crashing Drawbridge

Crashing Drawbridge

Artifact Creature — Wall


: Creature you control gain haste until end of turn.

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Format Legality
Standard Legal
Duel Commander Legal
Tiny Leaders Legal
1v1 Commander Legal
Vintage Legal
Block Constructed Legal
Historic Legal
Canadian Highlander Legal
Oathbreaker Legal
Arena Legal
Legacy Legal
Custom Legal
Casual Legal
Pauper EDH Legal
Pauper Legal
Modern Legal
Pre-release Legal
Unformat Legal
Gladiator Legal
Commander / EDH Legal
Leviathan Legal
Brawl Legal
Limited Legal
Highlander Legal
Pioneer Legal

Crashing Drawbridge occurrence in decks from the last year

Latest Decks as Commander

Crashing Drawbridge Discussion

pretendingtoalright on Alela Does Everything

1 month ago

Archon of Sun's Grace and Enchanted Evening are cards that r in alela's colours and synergizes w/ the general theme that go infinite for pegasus tokens. a little jank tho.

on a more serious inclusion Crashing Drawbridge is a great haste enabler for tokens and is an artifact creature.

snackelwolf on Forest of Equilibrium

2 months ago

fantastic feedback MapPsycho thank you! You'll notice what I did this morning -- I removed Spine of Ish Sah and Armillary Sphere and returned Crashing Drawbridge and inserted Beast Within. You are so right -- I like the Spire card, but damn, it's 7 mana to cost. Like, as in one more than six! Not quite right when I have monsters chomping at the bit, waiting to be summoned.

I am going to enjoy looking at your builds later today. You seem to be an incredibly wise player.


~ SW

MapPsycho on Forest of Equilibrium

2 months ago

Greetings snackelwolf! I think you've done a great job narrowing down your options. As for the combo, I think you have the right idea by removing it. It's a smart and solid combo, but like you said, those slots might be better served adding to your land gain and creatures. Dropping Crashing Drawbridge IS a bit of a bummer, but it makes sense overall. My suggestions on what to remove would be Armillary Sphere for Yavimaya Elder as it accomplishes pretty much the same goal but with potential card draw. Even under the worst circumstance you still get your lands without having to tap for extra mana. Second, Ram Through is very useful because it's essentially creature spot-removal if you've got a heavy-hitter out plus a permanent power boost and potential direct damage for just 2 mana. I would consider dropping either Wild Growth or Spine of Ish Sah. Both are excellent choices, with Wild Growth always being a solid turn 1 card. And Spine of Ish Sah being a powerful late game weapon. My arguments against them would be that one is useful in the early game, and not so much mid to late game. You're running a healthy amount of lands for Azusa(which is great)but you've got a ton of ramp as well which may minimize the effect of it's absence. And the second being great mid to late game, but unplayable in early game due to the higher cmc. With Azusa, you don't have to worry about waiting until turn seven to cast it, but you're going to be spending a lot of mana to use and reuse it. Depending on the circumstances, Running something like Beast Within would be a solid play early, mid, and late game due to it's lower cost. These are just my thoughts and opinions, the deck looks great as-is. Your opinions may differ, especially with you having experience actually playing it.

All the best!

snackelwolf on Forest of Equilibrium

2 months ago

Greetings MapPsycho I've worked on this deck tonight. I'm unsure about keeping the Elephant Grass + Scuttlemutt combination of abilities to protect me from an attacker designated as black. It is fairly situational and those two slots take away from the land gain, large creature theme.

These are the cards I have added thus far:

Dryad Greenseeker Bonders' Enclave Nylea's Intervention Ulvenwald Tracker Thaumatic Compass  Flip Evolution Charm Nissa's Triumph Lay of the Land Primal Might and Spore Frog

The cards I removed tentatively are: Buried Ruin, Blighted Woodland, Consign to Dust, Scattershot Archer, Crystal Chimes and Crashing Drawbridge. this last card I was reluctant to take out -- granting haste is such a fun surprise and option with big monsters entering the battlefield. Regardless, The cards I still am curious to add are: Yavimaya Elder, Traverse the Ulvenwald and Ram Through but I am uncertain what to remove. Should perhaps the above mentioned combo depart from the picture?

Thanks in advance if you have any time to evaluate.

rileyos on Yer a Wizard Adeliz

2 months ago

I used to have a Adeliz deck with an infinite combo. I turned it into a Niv-Mizzet, Parun deck but the premise is still the same. Let There Be Wizards is the deck. I don't know if your into infinite combos but here are some.

Impact Tremors + Cackling Counterpart + Dualcaster Mage will ping your opponents to death because you have an x or infinite amount of creatures entering the battlefield and Impact Tremors will deal 1 point of damage to any opponent when a creature enters the battlefield.

Naru Meha, Master Wizard + Impact Tremors + Cackling Counterpart will ping your opponents to death because you will have an infinite amount of creatures entering the battlefield.

Naru Meha, Master Wizard + Outpost Siege + Cackling Counterpart will ping your opponents to death because an infinite amount of wizards are leaving the battlefield due. Naru Meha, Master Wizard is a legendary creature so the tokens will leave once the turn is over and Outpost Siege (Dragons) states that whenever a creature leaves the battlefield deal 1 damage to target creature of player.

Crashing Drawbridge + Cackling Counterpart + Dualcaster Mage allows you to swing with an infinite amount of wizards immediately.

Twinflame + Dualcaster Mage works similar to the original combo. Play Twinflame then flash in Dualcaster mage, copy Twinflame and choose Dualcaster mage, and create an infinite amount of wizards. You can interchange Twinflame with Cackling Counterpart for the other combos mentioned above.

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