Ensnaring Bridge

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Ensnaring Bridge

Artifact

Creatures with power greater than the number of cards in your hand can't attack.

wallisface on Colorless Competitive - 2024

3 weeks ago

Some thoughts:

IHATENAMES on UB Turn 3 Emrakul (4 real)

2 months ago

A few thoughts. I'd cut emerkul down to a 2 of. Probably fast games where you do not need multiples. I'd suggest running Thassa's Oracle in its spot. A second potential wincon. I know you need 2 blue and 2 or 0 cards in the library (based on devotion), but it's neat tech vs ppl who can beat a emerkul imagine they have Ensnaring Bridge or something like that.

Another idea I tried to brew it's a lot more difficult. Rebuild the deck Goblin Charbelcher like with the creatures flip lands and only 1 Shelldock Isle Then run Recross the Paths to set up a win. I tried to find a way to make this work but I can't.

SufferFromEDHD on S U P E R F R ! E N D S (Yawgmoth)

2 months ago

Tangle Wire very necessary. Definitely worth considering. Proliferation will break it.

Ensnaring Bridge great card. Run it often especially with Null Brooch. This is not a hellbent strategy but that "can't" is the kind of tax this strategy needs. I'll sleep on it.

Profet93 on S U P E R F R ! E N D S (Yawgmoth)

2 months ago

At the risk of sounding silly, Sol Ring? I figured you excluded it due to playgroup or personal reasons but I also see a mana crypt so I'm unsure. If not sol ring, perhaps a Mana Vault?

Other cards to consider....

Maze of Ith - Combat prevention, taps for mana with urborg.

Tangle Wire - Not necessary at all but worth mentioning as you can tap it along with other walkers to break symmetry. Although by the time you have walkers out it might not be helpful. Yawgmoth can profilerate it though so idk.

Ensnaring Bridge - While counterproductive to you drawing cards, it can be a helpful asset against combat heavy decks.

Icbrgr on The One Drop Zoo

2 months ago

Y'know I've spent a lot of time reading up on Zoo and talking to other Zoo players... I think that's a first I've heard someone suggest Violent Outburst... that just seems like something fun to try out and build the deck around it more that's very neat to think about thanks.

I can get behind your other suggestions/reasonings too (This is just a working list I run at my LGS)... I'd love me a playset of ragavan just haven't bought them... I do wanna stick up for Pridemage though; when played on curve T1 Wild Nacatl and T2 Qasali Pridemage swinging for 4 damage due to exalted is pretty big and can unassumingly be impactful for games where "swinging with the team" just isn't the answer. He is also just a mainboard answer for Chalice of the Void/Ensnaring Bridge which are just both prevalent in my meta; where he is pressure/boost normally but also sacrificing him so I can keep attacking/casting is just worth it.

jarncards on WALL STALL

3 months ago

If you're dead set on Celestial Convergence, Axis of Mortality, Mirror Universe, or the much worse Soul Conduit are probably entirely essential to your gameplan. They are also searchable with your signature spell

Moat, Magus of the Moat, and Blazing Archon, Mystic Barrier and Ensnaring Bridge are also good ideas for your pillow fort. Ghostly Prison is nice, but these effects are always better when multiplied. Windborn Muse and Norn's Annex are also good ones.

Cosmic Intervention and similar spells are probably good ideas too.

Relic Barrier and Icy Manipulator are best friends with Winter Orb and Static Orb

Solemnity instakills

Ferropede?

Nyx-Fleece Ram is better than some of your walls, Daxos, Blessed by the Sun probably is too.

Dusk / Dawn is your best board wipe in my opinion. Also reanimates almost every card in your deck.

Renounce and Zuran Orb are good ideas to dodge mass removal or suddenly gain the life you need to win.

Add Reprieve. it is temporary, but it will allow you to dodge a counter, or you could use it to bounce your own about-to-be-countered spell back to your hand before the counter resolves.

Elixir of Immortality? might help against mill. not great though.

The One Ring costs life if you need it to draw, but pro everything is probably more than worth it, and the extra cards are likely to be as well.

CommanderNeyo on

4 months ago

Howdy! I love the sword/foundry combo - it was the second deck I ever built!

I was wondering if you could explain your Sai, Sword, and Foundry combo. I understand the Sword/Foundry combo, but I don't see how Sai fits in, since you never cast the sword and therefore never create a 1/1.

Also, I would recommend adding targeted removal, such as Path to Exile or Fatal Push, and board wipes, such as Supreme Verdict and Wrath of God.

Since you the deck is really a combo deck, you need something to slow down your opponents as you assemble your pieces. You can easily rebuild after wiping the board, so board wipes are very one-sided.

Also, it is very important to find your pieces - otherwise, you are dead in the water. I recommend adding pieces such as Whir of Invention to find your combo.

Lastly, I would consider a couple Ensnaring Bridges - if the opponent has no answer, then you can easily set it up so you are the only one attacking.

NV_1980 on Raine Death upon Your Enemies

6 months ago

Hi,

This looks nice. I would point out though, that your 2nd method of winning (attacking with Raine) is made more difficult because of the following:

  • You've only included two spells (three if you count the wipe) that can deal with taxes/restrictions on your attacks (Ghostly Prison, No Mercy, Propaganda, Sphere of Safety, Ensnaring Bridge etc.). Considering such taxation is rather popular amongst players AND the lack of tutors in the deck to find your destructive spells, this will probably be an issue. I'd therefore recommend to add more stuff that can deal with these cards like Heliod's Intervention, Banishing Light, Grasp of Fate, etc. In case you don't run into any taxes, these spells are all great to use against other stuff too, so they won't be wasted slots in any way.
  • There's no protection for Raine in the deck. So every attack he does against players that have blockers, you can pretty much guarantee that he will be a primary target and will get killed. Adding some cards that ensure his survival during attacks therefore wouldn't hurt. Specifically, I'm thinking Bastion Protector, Reconnaissance, Dolmen Gate or maybe just something like Darksteel Plate.

Hope this helped, good luck with the brew.

Regards, NV_1980

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