Ensnaring Bridge

Ensnaring Bridge


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

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Ensnaring Bridge Discussion

Jett2112 on Tinybones, Trinket Thief

1 week ago

Waste Not, Words of Waste, Noetic Scales, Geth's Grimoire, Dauthi Voidwalker and mostly Tegrid god of fright all synergize big time with Dark Deal and Pox too.

I would think about cutting Davriel, Rogue Shadowmage, Liliana of the Dark Realms, Ensnaring Bridge depending on what creatures show up in your meta and Liliana's Spoils maybe.

heckproof on Will this 7-rack be competitive?

3 weeks ago

Seems fine at first glance, although I admittedly don't have a ton of experience with rack-type strategies. Some thoughts, though:

-why not the full playset of Shrieking Affliction? It seems like you'd want as much consistency as possible for a deck that needs critical mass as a win condition

-alternatively, you could run some Urza's Saga, which would essentially give you 4 extra copies of The Rack to draw. You could then also have some one-of artifact hate cards like Pithing Needle or Nihil Spellbomb

-I've always been a fan of Funeral Charm because it gives you options -If you're having trouble with card draw, it could be worth just running Ensnaring Bridge instead; you'd turn a disadvantage (no more cards in hand :( ) into an advantage - creatures can't attack you, which is good because most of your win conditions don't do anything to effect the board state.

-I do like Sign in Blood from a nostalgia standpoint, as I've definitely burned some people to death with it in casual play. But I'm not sure how well it still holds up in Modern.

Just my 2 cents, feel free to take it or leave it

Tippycat on Make your bed!

1 month ago

Niko9 Thanks for checking this out and for the suggestions! High Tide is a classic - love those oldies. Ensnaring Bridge is an interesting idea - might be a little harsh in my playgroup but maybe Propaganda which then is still allowing them to swing at each other but deterring a swarm at me. This deck in multiplayer is a little challenging - usually if I'm ignored long enough then it becomes viable...

Niko9 on Make your bed!

1 month ago

This is a really interesting deck and I like it a lot. I tried playtesting it a little on here and there is definitely a lot to wrap your head around when playing, but that's a great thing : )

As far as making the deck faster, there is always the classic High Tide or early game ways to set opponents back like Reef Shaman or Tide Shaper

Ensnaring Bridge and things like it may also help hold off aggro

Ha, these cards might all be old news, but figured I'd throw a few out there. All in all, I really enjoy this deck as is : )

AstroAA on Mono Red infinite combos???

1 month ago

It seems that all the decks that your mates are running are based on cheating things into play or casting things for free. Grafdigger's Cage is an absolute must. One mana to fuck over both Rashmi, Eternities Crafter and Narset, Enlightened Master. Weathered Runestone is also good for this.

Narset, Enlightened Master's cheat is based on her attacking, so prevent her from attacking. Ensnaring Bridge and Meekstone are good for this.

Meanwhile, for Rashmi, Eternities Crafter, the method to tackling her is to tax the ever-loving shit out of her. Thorn of Amethyst, Trinisphere, Sphere of Resistance, etc. Even if they are able to cast spells for free, they still have to pay the tax. Void Mirror is also an excellent option. Note, all of these methods can also stop the Narset deck.

Meanwhile, Yuriko, the Tiger's Shadow is harder to deal with in my opinion since she's putting cards directly into their hand as opposed to having them draw cards. I think the main method of going about stopping them is boardwipes such as Anger of the Gods and Sweltering Suns, as these can help kill the creatures that she hopes to attack with to cheat herself into play for the card advantage. Spot removal such as Lightning Bolt works too.

wallisface on Which Specific Artifacts Have Been …

1 month ago

Only speaking from a modern-perspective, My thoughts are:

Note that most of the above aren’t too overpowered though, so aren’t in massive need of “colouring”. Going further back into legacy territory, we can see some really miserable artifacts that should have colours (Smokestack should be black, Winter Orb should be blue, Skullclamp is probably black-green, etc).

In general with colourless artifacts, there’s the constant problem that they either print the card to weak (to compensate for colourlessness), and nobody uses it, OR they print it too strong, and everyone does, harmonising decks (which they don’t want happening). Being able to apply a colour to an artifact lets them give it a bit more oompf, without as much fear of it becoming an auto-include for every standard deck.

wallisface on Ferngully (Help Wanted!)

1 month ago

Nice build! I’ve posted some thoughts below - not sure whether commenters above have already mentioned these (so i might be covering old ground), but anyway:

  • I would have expected to see a large quantity (3-4?) Collective Brutality spread across your mainboard/sideboard. I imagine burn decks will give you major grief without this card to keep them in check.

  • Another good option for your sideboard would be a few copies of Ensnaring Bridge. Your 1/1 fairies can still easily fly under this, but it will give you a lot of free wins versus various creature-based decks.

  • The two cards i’m most sceptical of in your deck are Force of Negation and Scion of Oona. Force feels dubious because you’re a sudo-control deck without any real ways to gain hand-advantage. This will mean that Force becomes quite likely to put you behind in handsize, and so let your opponent stabilise later in the game It's also worth noting Force does nothing to stop one of your biggest threats, Fury. I’m skeptical of Scion because you’ve already got a lot of 3-drops, and i’m not sure the +1 buff to your creatures is worth it (fells a bit “win more”)

Niko9 on Dungeon Crawler (Venture Into the Dungeon Deck)

1 month ago

I feel like Ensnaring Bridge would be exactly the kind of thing that a DM would throw at an all fighter party. Like, see...this is why you need a rogue : ) Rogue is my favorite class, so if I ever DM I definitely like to make it a good idea to search for traps : )

Definitely not needed for the deck or anything, I just thought that the original art of bridge seemed very DnD.

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