Creatures with power greater than the number of cards in your hand can't attack.
|Have (3)||metalmagic , lorddarkstar ,|
|Want (4)||FifeyPlaneswalker , sebbyk , Tyrker , Kel_Tapped|
Combos Browse all
|Commander / EDH||Legal|
Ensnaring Bridge occurrence in decks from the last year
Latest Decks as Commander
Ensnaring Bridge Discussion
1 day ago
Thank you for your comments fatalzintomyum !
You made two really good suggestions ! In fact, if you look at the cards selection i made in the description, you will see that both of them (Bitterblossom & Kolaghan's Command) were main deck. This actual version is a test of Mazemind Tome.
The lack of cards draw and the high number of Prowess decks i faced make me wanna try it. As i also put in a one-of Chandra, Acolyte of Flame and have so many three drop, i decided to swap Kolaghan's Command and Rakdos Charm from side to main. This allows graveyard & artifact hate game one, and decrease the mana-curve. I also put Demigod of Revenge in the sideboard for matchups where i need a faster clock and/or if my Ensnaring Bridge are dead.
I can easily go back to my first version if i'm not convinced after some play-testing ;)
Concerning Smoldering Marsh, i never had to regret it. I actually run seven basics so fetching it untapped is not very difficult.
1 month ago
If you find that Ensnaring Bridge isn't a 100% lockdown with this deck, Ghostly Prison could be a good fit here too to help that along. And along side Suppression Field it still fits with your attrition/control-type theme.
Seems like a fun build though, and my suggestion is just from glancing over it; not a playtest or anything +1
1 month ago
Neat build, some really solid cards here! +1
One thing I see though is that you don't really have protection other than just Hexproofing everything. That can work well for some decks, but what do you do against global effects (especially boardwipe effects along the Wrath of God line which have been particularly popular with all the new variations of this spell that are out now).
I would also add in at least something like Selfless Saviors just in case an opponent finds a way around Hexproof (there's many). They're also useful in case you encounter Deathtouch, which can still be a wrench in your Hexproof plans.
Then, I'd probably also Sideboard some control options for Artifact/Enchantment destroy to help get around stuff like Ghostly Prison, Crawlspace, Ensnaring Bridge (plus many, many more) which can still pose a problem for you even if you're not actually having creatures die. Destroying a creature is only one of many options for dealing with the threat, I wouldn't count quite so hard on Hexproof being your savior each time to secure wins.
You might be able to work around this by switching Prison Realm for something like Banishing Light which can target all nonland permanents instead of one that can only hit Creatures/Planeswalkers. I'm not sure this would be enough as you've only got 3 copies & it's the only card which can do this in your deck - but I also don't know your usual playgroup or anything so perhaps there's a reason for some of this strategy too.
Hope some of this helps!
1 month ago
Ponza runs Chandra as a 1-2-of often, mostly if they aren't also running Wrenn and Six in the same list from what I've seen. Other 4-5 drops have made Chandra less common in Ponza as of late, namely Questing Beast and Elder Gargaroth in addition to Glorybringers. I still like having a copy in my ponza list, just to have an out to things like a MD Ensnaring Bridge. But honestly the biggest draw to a RG arbor elf/ blood moon deck is the ability to run whatever you want in those colors, so go ahead and play what you want!
2 months ago
How to Play:
Early game (Turns 1-4):
Ramp: Try to have a hand of 2-3 lands/ramping cards. Opening hand should have a cheap ramp to bring out Purphoros, God of the Forge by turn 2-4.
Set up field: If you have a control or ramp card, put it out. You want to protect your Commander and set up for a fight. Try not to bring out any token ramp cards until Purphoros, God of the Forge is out, pretty simple.
Bring out Purphoros, God of the Forge. Watch your devotion stay below 5 and especially your opponent is playing , and has untapped mana!
Create all the tokens!
You should be winning and only need Purphoros, God of the Forge ability to set off 20 times (in a 40 life game). You need to be aggressive, because in multiplayer games, you will be the target. Purphoros, God of the Forge is not a great diplomat.
Late Game (+13):
Infinite Combos with cards like Kiki-Jiki, Mirror Breaker.
-Ensnaring Bridge: severely limits creature attacks since keeping a decent sized hand can be difficult with the low mana cost of the deck
-Glacial Chasm: In the event that something go's awry, you can use Glacial Chasm for a couple rounds to prevent damage to you while setting up your board so you can sacrifice it.
-Wheel of Fortune: Wheels and other cards similar help both you in getting the cards you need, as well as controlling the opponents because they have to cycle their hand as well, potentially taking away their vital plays.
-Defense Grid: Making your opponent pay more mana in order to play out of turn.
-Price of Glory: Makes your opponent destroy whatever lands they used out of turn.
-Meekstone: Inhibits larger creatures from attacking.
-Grafdigger's Cage: prevents players that depend on playing from their graveyard/library.
None of the boardwipe cards will affect Purphoros even as a creature since he's indestructable
-Price of Glory mitigates people playing out of turn by costing them land sources that they tapped.
Adding these, in addition to your Purphoros, God of the Forge trigger will make him much more potent. You definitely will not be a diplomat at the table and will be targeted with extreme prejudice!
-Impact Tremors: Basically does the same thing as Purphoros, God of the Forge, except for 1 damage instead of 2. Can be added to Purphoros, God of the Forge trigger for additional damage. It's also a good substitute in the event that you can't cast Purphoros, God of the Forge for whatever reason
-Panharmonicon: Makes your ETB triggers activate a 2nd time
-Fiery Emancipation: makes sources you control deal triple their normal damage. Purphoros, God of the Forge would deal 6 damage per creature before adding anything like Impact Tremors or Panharmonicon. If Purphoros, God of the Forge is actually a creature, he's swinging for coup de grâce and dealing all 21 commander damage to the opponent if you use his ability 1 time.
-Chandra's Spitfire: Every time Purphoros, God of the Forge or Hellrider would deal damage to an opponent, this creature gets an additional +3/0. If you're playing a 4 player game, 1 trigger from Purphoros, God of the Forge gives Chandra's Spitfire a +9/0. Couple that with Hellrider and it gets really bad, really quick!
Infinite Combo / Win Conditions:
-Dualcaster Mage+Heat Shimmer / Twinflame: Heat Shimmer or Twinflame targets a creature. While on stack, use Dualcaster Mage to target Heat Shimmer. In turn the Dualcaster Mage will make a copy of Heat Shimmer which targets and makes a copy of Dualcaster Mage...
-Basilisk Collar+Goblin Sharpshooter: Goblin Sharpshooter targets a creature with his ability once Basilisk Collaris equipped, killing the targeted creature, which untaps Goblin Sharpshooter. Repeat until enemy board is cleared.
-Extraplanar Lens+Mountain: Use Snow-Covered Mountain or Mountain in your deck and get it "Imprinted" by the Lens. Snow-Covered Mountain are preferred because they aren't played as much as the basic Mountain, doing so means that only you (theoretically) can benefit for twice the amount of land on turn 3. It's sort of fragile, because having your Lens blown up on you (and it will be a big target) means being behind the curve.
-Basalt Monolith+Rings of Brighthearth: Tap Basalt Monolith to add 3 to your mana pool. Untap it using its own activate ability. Copy the ability using the Rings of Brighthearth trigger. You will start to make 6 using 5 (3 to untap and 2 to copy). Keep doing it for infinite mana.
2 months ago
Vexing Shusher to help protect your spells as you cast
2 months ago
Gonna have to say 'nope' to all three of those, and I'll explain why! :)
Defense Grid works equally for everyone, and this deck plays a LOT of instants and instant speed effects. I even had Leyline of Anticipation and Tidal Barracuda in it at one point, but they ended up getting cut cuz they weren't that necessary. This deck tends to play like a spectator for the most part, occasionally playing some more card draw or defensive pieces, but mostly its reactionary to anyone getting up to trouble in a way that we don't like, and Defense Grid actually makes it harder for US to do that. We don't have much of a gameplan for other people to try to stop, so this card would actually be way better for everyone else at the table, and way worse for us.
Same goes for Bottled Cloister. We have a LOOOOOOT of card draw, including in our command zone, so we don't really need 1 more. We also play primarily at instant speed, so exiling our hand when its not our turn takes away our ability to cast spells in response to whatever our opponents are doing, which is VERY counterproductive.
Our hand is going to be bursting with cards most of the time, so Ensnaring Bridge is also going to be REALLY really bad unless we also had the Cloister out, which is still not good for us. The big upside to Cloister+Bridge is that you get to have a hand on your turn so that YOU can attack with your creatures, but then on opponents' turns, your hand is gone, so they can't attack back. But, we don't really have a lot of creatures or ever plan on attacking, so its not very helpful.
Lastly, we have plenty of pillowfort cards already, and 3 more cards that can copy them. Specifically I try to focus on cards that make it inconvenient to attack us, rather than strictly stopping attacks altogether. Cards like Solitary Confinement or Island Sanctuary were considerations I had, but they're a bit too aggressive for me. People read them and think "Oh no, I CAN'T attack him." rather than, "Oh, I have to pay 2 mana to attack him? That's kinda annoying, I guess I'll attack someone else."
The exceptions I made to this are for Crawlspace and Silent Arbiter. Both still allow opponents to attack me, but only 1 or 2 creatures at a time, which keeps it manageable and makes it not worth the effort. Silent Arbiter in particular I enjoy because he works for everyone and can be a great political play if one player has built up a huge board and is about to start going to war and taking people out. Arbiter can slow combat down significantly, and most people are generally pretty happy for the sense of security it offers.
2 months ago
Do you think Defense Grid could be a good fit? It kind of goes with your fun police theme and discourages hard counterspells etc.