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

wallisface on Lobotomy

1 week ago

Wabbajacke a typical Lanturn control list would look something like this:

So, if you're wanting to keep to just blue and black, and include Circu, Dimir Lobotomist, then I would suggest a list that looks something like this (you'll note the deck can be a lot more tool-boxy than the above because Whir of Invention lets us search for whatever we want, so for example we only need 2 bridges):

baddabiiing on I have no friends :D

1 month ago

Blightsteel Colossus seems great here, and id recommend Preordain, also maybe some stax pieces like Winter Orb or Ensnaring Bridge if you want your friends to really hate you. Darksteel Forge could be nice too.

legendofa on Bringing Turbo Fog to the …

1 month ago

TL;DR: I want to make Turbo Fog better, but I'm not sure how.

I like the philosophy of Turbo Fog, and I've had some success with it in FNMs and casual tournaments. I'm trying to push it up into at least low-tier competitive, but I think it's gotten left pretty far behind. It hasn't really gotten any new toys recently to get it above casual tables.

Basically, Turbo Fog is a control deck that tries to avoid taking any damage by neutralizing the opponent's attacking creatures and avoiding or removing harmful spells. It's a similar line of thought to Lantern Control or prison decks.

Starting with the Fog part, there are a few ways to go. Spore Frog and Kami of False Hope are cheap creatures that are easily searched and recycled, but there aren't many other creature options. The old-school method is instants like Darkness and Ethereal Haze, but while they have more options, they don't have as many ways to search or recur them, with Isochron Scepter and Snapcaster Mage probably being the best. Finally, there are the enchantments and artifacts. Leyline of Sanctity takes care of a lot of the non-damaging effects, Ghostly Prison is good but offers a workaround, and Ensnaring Bridge needs a little too much dedicated support, in my experience. Turbo Fog isn't big on emptying its hand.

Next up is the Turbo. The traditional draw engines are Howling Mine and Phyrexian Arena, and Stormfist Crusader is a mixture of those two. The Royal Scions and Jace Beleren provide some Planeswalker support. Teferi, Hero of Dominaria does pretty much everything a Turbo Fog deck wants.

For removal, I generally look at all-purpose stuff, like Abrupt Decay, Assassin's Trophy, and Counterspell. The Fog effects provide pseudo-removal against attackers, so it's the utility creatures and other effects that pose problems. All the same, a good Supreme Verdict is always welcome. Engineered Explosives and Nevinyrral's Disk are other mass removal options.

Finally, and most importantly, the win condition. The three main approaches I've seen and/or tried are draw damage, semi-passive mill, and simply attacking with a big creature. For the draw damage, there's cards like Fevered Visions, Runeflare Trap, Fate Unraveler, basically anything that might see use in a Wheels EDH deck. Semi-passive mill comes from symmetrical drawing, while recycling cards through Blessed Respite or Elixir of Immortality. For big creatures, my headliners are Kefnet the Mindful and Sigarda, Host of Herons--5 power, evasive, and hard to kill. Honorable mention goes to Nexus of Fate, just to completely lock out the opponent.

I've poked through a lot of cards and tried a lot of variations, but I'm still not sure I'm not overlooking something. It's very color-heavy, but every color offers a unique option that's hard to replace in at least one category. I'm currently leaning toward or . Of course, it may just be unable to compete at a higher level with the tools it has now. What does Turbo Fog need to get into the competitive boards?

PurePwnage on Mono Red Prison

2 months ago

Loco-Motive, most red prison decks do not use Lightning Bolt or a variety of one drops due to the effect of chalice. We have at a minimum three ways to draw cards or even ramp for that matter. Mind Stone is designed to be ramp early game and then card advantage late game. Chandra, Mazemind Tome , Mind Stone and Mystic Forge, Zhalfirin Void all function as as either card draw or deck filtering. Regarding Koth, well this card works really well decks that do not focus on Chandra, I planeswalker goes against our primary wind condition, after all we are a attrition deck, converting our lands into creatures also conflicts within Ensnaring Bridge also leaving our lands vulnerable to simple removal spells.

wallisface on Rat Infestation

2 months ago

Some thoughts:

  • I'm not sure what format this is for, but in any case I assume 60 cards is what you should be aiming for here. While 62 might not seem like much of a concession, its going to make your draws worse overall.

  • Akroma's Memorial feels quite pointless here, by the time you've reached 7 mana you've already either won or lost the game. This card feels like a "win more" scenario. I would say Alrund's Epiphany also fits into the same scenario, it requires an obscene amount of mana and doesn't really help you at all if you're behind, and won't change the outcome of the game if you're already ahead.

  • I think you need some way to ramp up to Thrumming Stone... perhaps Dark Ritual helps here? Also you really want to be running more Relentless Rats to reliably trigger the stone... I'd suggest 1/3rd of your deck be Relentless Rats instead of 1/4.

  • 27 lands feels excessive, even with the large cmc spells mentioned above. I'd drop down to 22-23, and add Dark Ritual.

  • This on face value looks like a deck themed around getting out lots of Relentless Rats... which is why i'm surprised by some of your choices. The mill cards of Maddening Cacophony and Ashiok, Dream Render don't serve any purpose here as they're not enough on their own to ever mill out an opponent. I understand that Phenax, God of Deception might give you some ability to mill with the rats, but in 99% of cases you can just win by attacking with the rats... maybe just run a single copy of Phenax, God of Deception so you can Demonic Tutor for it if your opponent has something like Ensnaring Bridge in play?

Caerwyn on Modern Dimir Mill & Dauthi …

2 months ago

Do you happen to have a deck list? I would be curious to see what you are using for your basis.

Right now, I think the best Modern mill deck you can run is 8-Crab. 4x Hedron Crab, 4x Ruin Crab, a bunch of fetch lands to enable your crabs, and then Drown, Visions, and some “burn” spells and some removal to finish off the deck.

I also know some folks who have been having decent success splashing into Green for a few copies ofAssassin's Trophy - since the deck should run a lot of fetches for your crabs, one can splash into green with one or two copies of Overgrown Tomb and no other green lands relatively easily.

I will also note there are a few cards which are traps - they look like they might be good for mill, but are not. Jace's Phantasm is one of those cards - you are not trying to hit their life total, so you don’t need an attacker. If you feel you need a blocker due to your meta, you’re better off with Ensnaring Bridge than a single 5/5 with flying.

Fraying Sanity is another card that gets tossed around a lot as a suggestion. Realistically, I don’t think Sanity does much for Mill - you want to focus on burning your opponent as quickly as possible, and Sanity comes down at the critical turn 3 point. It does no burn for turn (other than doubling what your crabs might have done), and usually is more of a “win more” card than a “this wins you games” card. By that I mean any game it helps you win, you likely could have won with something else in those card slots, but it doesn’t do much to let you win games you would otherwise lose.

DawnsRayofLight on Eldrazi Tribal/Tron (Help is Appreciated)

2 months ago

@lalalalala: it is definitely getting there. I am going to make some suggestions:

I know this is going to be like "wow now I am running the same Tron as everyone else" but Karn has always been one of my favorite planeswalkers and he is ideal in a list like this

I might run

3x Karn, the Great Creator

2x Karn Liberated

1-2 Ugin, the Ineffable

1-2 All Is Dust

3-4x Golgari Signet or Talisman of Impulse

1x Blast Zone

1x Yavimaya, Cradle of Growth

(for the lands maybe drop a crossroad or two? test the deck and if you feel you are not getting lands consistently enough run 22 or 21, a lot of the TRON lists similar to yours run only 17)

Cards to Drop:

Eldrazi Mimic: It is nice to have a 2 drop but he isn't that strong, if you want an early drop you can run Walking Ballista or Matter Reshaper

Conduit of Ruin: You can maybe be fine with 2 but 4 isn't necessary, I am honestly not a fan but it does at least fetch your big boys, but you may have enough dig with the Ancient Stirrings to drop it altogether. Wurmcoil Engine may be a better 6 drop

Titan's Presence: you may have enough creature removal with Kozilek's Return and Warping Wail. It also gives your opponents information about what you may have in hand. You could drop them to run other cards.

Set up your sideboard like this (for use with Karn)

3x Chalice of the Void: Seriously a good card, I was onto this long before it started getting put in Tron, maybe consider a 1 of in the main to, but basically it allows you to halt a lot of annoying decks in their tracks: affinity, infect, storm, they die to this card. I sided it in one game against an affinity player: played 1 for 0 then the next turn dropped another at 1 and he scooped.

1x Ensnaring Bridge

1x Crucible of Worlds

1x Relic of Progenitus

1x Grafdigger's Cage

1x Pithing Needle

1x Torpor Orb

1x Wurmcoil Engine

1x Ratchet Bomb

1x Trinisphere

1x Blightsteel Colossus: Martyr of sands is making a comeback

2x Wilt: just to counter Blood Moon

Maybeboard for the side

1x Oblivion Stone

Hope this helps!

Raging_Squiggle on What to do against Rakdos, …

3 months ago

Is the Problem combat damage? If so, Maze of Ith, Glacial Crevasses, and General's Regalia, and Forcefield all work at stopping that. Otherwise, preemptive effects:

Blood Moon, Roiling Vortex (if they cast a colorless creature for free), Ruination, Ensnaring Bridge, and threaten effects.

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