Ensnaring Bridge

Ensnaring Bridge

Artifact

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

Latest Decks as Commander

Ensnaring Bridge Discussion

Balaam__ on Trouble at the Old Mill!

3 days ago

Very good point. Ensnaring Bridge is a card I’ll definitely have to consider adding. Thanks for pointing that one out. Maybe I’ll replace some crabs with that, actually.

ThisIsMyAccount on Trouble at the Old Mill!

3 days ago

If you aren't planning on making it to where you can get more value from the crabs, then yes I would consider cutting them for something else. I'm not like a mill expert or anything so I am not sure what exactly.

However, here is something worth considering. This deck has no card draw. This means that either you should add some with Visions of Beyond or play Ensnaring Bridge because you're likely to be top-decking at some point due to the lack of draw. Ensnaring Bridge could give you the time you need to mill the opponent or Visions of Beyond in tandem with something like Sphinx's Tutelage could speed up the process.

TriusMalarky on Nephalia Drownyard or Ipnu Rivulet

5 days ago

Deck seems slow, you need a lock piece. Something like a couple wraths or, if you can possibly afford it, Ensnaring Bridge is insane.

What you need is more board interaction, like Fatal Push or even just Cast Down, and some untapped duals. Choked Estuary is okay, River of Tears might help. Just lands that can ener untapped, regardless of how often, will increase this decks power by a lot.

On top of that, I'd use 4x Ipnu Rivulet and 1-2x Nephalia Drownyard. They're both okay but Rivulet is a free roll and Drownyard is a little less so.

StopShot on Counteracting large hexproof creatures.

1 week ago

The subject of this thread revolves around dealing with and counteracting against the commanders: Uril, the Miststalker, Sigarda, Host of Herons, Dragonlord Ojutai, Lazav, Dimir Mastermind, Thrun, the Last Troll as well as commanders that consistently or typically give themselves hexproof through various equipments/auras.

While it may not be the most prevalent strategy these types of commanders can be annoying to deal with. I'd like to create a discussion on what are the best ways to deal with these commanders. Given how niche these commanders can be, running cards that exclusively dedicate themselves to their removal may be detrimental to draw into when playing a game where none of your opponents run them. Therefore cards that can both combat massive hexproof creatures as well as still being useful to have if none of your opponents are playing with big hexproof creatures should be taken into consideration when deciding what is the "best" or "most practical" solution to combating hexproof strategies.

The first cards that come to mind are Arcane Lighthouse, Detection Tower, Bonds of Mortality, Shadowspear and Glaring Spotlight. These cards entirely dedicate themselves to combating hexproof strategies, and while this may be a detriment when used against non-hexproof strategies, these cards do lend themselves some extra utility. Arcane Lighthouse and Detection Tower can be seeded into your manabase so at worst they're just a Wastes however they can be more inefficient in comparison. Given that both are lands, tapping them costs you an extra mana resource effectively making their abilities cost to activate. Not only that, but they have no effect at stripping indestructible which can be a common keyboard which may be used alongside most hexproof strategies. Cards like Bonds of Mortality and Shadowspear cost only one to activate and they can bypass indestructible, however given they're not lands you have to dedicate a nonland slot in your deck to accommodate either of them which means taking out a card that may better synergize with your deck's main strategy in their place. They also lend themselves targets for counter spells and given hexproof decks contain white and/or green, artifact/enchantment removal will pose a high potential risk. This is all not to mention you still need to provide a removal spell in tandem with these cards in order to remove the threat.

Another solution is board wipes. Cards such as Wrath of God, Damnation, Day of Judgment, Supreme Verdict, Blasphemous Act, etc. Mass creature removal is incredibly strong given that its always relevant in most metas making it a highly flexible solution that isn't too narrow to rely upon. It's biggest drawback however is if the massive hexproof creature that needs to be dealt with has indestructible, totem armor or Gift of Immortality. Even a card such as Toxic Deluge can be a risk as you may have to pay a huge amount of life if the creature is incredibly big. Cyclonic Rift is another effective card. One thing to note about boardwipes are they affect the whole table which makes them also more likelier to be countered than by effects that impact a single individual.

A more narrow solution would be through damage prevention effects such as Story Circle, Forcefield, Runed Halo, Rune of Protection: White, etc. Given each card never "targets" they can be used to infinitely "Fog" a problem creature that you can't put up with. These effects are more narrow than boardwipes but broader than hexproof removal. Cards like these still run into problems with artifact/enchantment removal and they don't run enticing side effects such as drawing a card upon entering the battlefield like Bonds of Mortality or giving a creature lifelink and trample like Shadowspear, however you won't need to exhaust your removal spells to keep the large creature(s) either. In more broader metas such as combo, stax and prison, these effects may not be as useful however. More broader variants of these protection cards exist as Ensnaring Bridge, Divine Presence, Peacekeeper and Meekstone though these cards may make multiple opponents unhappy enough to remove them than the more narrower options.

The last effect used to combat large hexproof creatures is sacrifice effects such as: Fleshbag Marauder, Innocent Blood, Vona's Hunger, Liliana's Triumph, Doomfall etc. These effects can bypass not only hexproof but also indestructible, regenerate and totem armor. Their drawback lies in if the player with the large hexproof creature has any other creatures to sacrifice in their place. Because of this caveat this effect isn't too strong unless ran in multiples which can be difficult to commit to in a 100-card format. Instead selective sacrifice effects may be the best way to devote to this solution with cards like: Crackling Doom, Soul Shatter, Slaughter the Strong, Council's Judgment, Renounce the Guilds and Wing Shards. While these cards won't always guarantee the large hexproof creature will be removed, they provide a stronger case than not compared to most traditional sacrifice removal.

Lastly there are counter spells to remove hexproof creatures. While they may be the best all purpose solution they can be rendered ineffective if a Cavern of Souls or some other can not be countered effect is in place. With exception to Withering Boon, the biggest downside to counter spells are they are entirely exclusive to blue meaning other color combinations without blue do not have this option available.

Which method do you rely on to stop massive hexproof creatures? Is there a card or solution set not listed here that you use? If you happen to play EDH decks with big massive hexproof creatures, which effects annoy/counter you the most?

niloc50 on Dimir Mill

2 weeks ago

Thank you too for your suggestions! You´re absolutely right. A mill deck should hit as hard as possible every single turn. I really love the synergy of Scheming Symmetry in a mill deck in general. It´s a great way to gain advantage over your opponent. The combo with Archive Trap pretty cool too.

I´ll probably keep the Fraying Sanity. Indeed it´s a turn without a lot of milling. But most of the time it´s absolute worth it, because you´re milling twice as much during your next turn and also the opponent will most likely mill himself too. If you need graveyard hate you can easily replace it with Leyline of the Void whilst sideboarding.

This List is also a reminder for myself of which cards belong physically to the deck. So I´ll need to have a look if I can offer a playset of different fetchlands or 2 to 3 Ensnaring Bridge. :D

Avatar of Woe, Consuming Aberration and Overwhelmed Apprentice are the first cards I´ll replace with some of your suggestions. Undead Alchemist and Memory Sluice are cards which I´ll replace too, but I would really recommend to try the combo of 1 or 2 Memory Sluice + Undead Alchemist it makes a lot of fun to get all the tokens if you´re playing against a creature based deck! :D

Caerwyn on What advice would you give …

2 weeks ago

I would add a caveat to your Consistency post--generally you can get away with 2-3 cards if those cards are (a) redundant with one another (such as Ensnaring Bridge, or (b) are your high-mana/high requirement finisher. If you get to the end of building and find you have 1 or 2 slots, fill that slot with removal--more removal is always good, even if it's just a secondary card placed there for filler.

Some other things:

  • Think about how you want to win, including how you win in different types of matchups. It's not enough to just throw goodstuff together--you need to be able to close out the game.

  • Don't play lands that enter tapped if you want to be competitive. You don't need to splurge on a full set of shocks or fetches; things like check lands and pain lands can get the job done on a budget.

  • Buying singles is generally more cost-effective than cracking packs.

  • Go to Prereleases. Prereleases are fun, casual, and do not require you to have a high-powered deck. Though it shares that last trait with Draft events, Sealed is a lot more forgiving for newer players.

NobleRooster on MonoU Conundrum Lock

2 weeks ago

Path and Settle are strong, but they give my opponents lands -- which is pretty counterproductive for the deck. I have noticed that having no removal is really hard on the deck though, so maybe going Izzet could give me access to things like Bolt and Magmatic Sinkhole.

Ensnaring Bridge is also a really strong option! I'll have to toy around with that in place of Archmage's Charm -- but I think I'll keep Cryptic since it can also bounce a land while I'm ahead with Trinisphere.

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