Ensnaring Bridge

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal

Ensnaring Bridge

Artifact

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

LeonSpires on Fun Wall it Lasts

5 days ago

Looks like a fun list. Here are a few suggestions.

I would consider cutting Fog Bank as it can't deal damage due to it's ability. I also think Charix, the Raging Isle doesn't belong here. Arcades only makes creatures with defender able to deal damage equal to their toughness. Charix doesn't have defender.

Because of Arcades ability to draw cards I think you will be disappointed by Ensnaring Bridge. I would also cut Commander's Sphere, Cultivate, and Kodama's Reach for a full set of Bant talismen or signets. Ghostly Prison seems unneeded as running a lot of low CMC walls tends to dissuade early attacks.

Finally I am unsure why you are running the original duals. I feel like you could slot them into a more competitive deck and get away with running basic lands instead. In the same vein I would up the land count. 30 lands is more for cEDH decks that have lower average CMC and run very low CMC ramp.

I hope this helps. Good luck!

DreadKhan on pew = PEW PEW PEW (Ghyrson Starn)

6 days ago

Not sure if you've got enough bodies for it, but Kyren Negotiations lets each creature ping your opponent each turn, which your Commander can buff.

I like the idea of throwing in lifelink equipment, some of it has other upsides. The ones I think look most interesting are Shadowspear, which gives buffs and can remove Indestructible, and maybe Resurrection Orb, but you do have to send your Commander to the graveyard I think to get the recursion.

If you want a way to get a 1 drop into your hand more reliably, there is Dizzy Spell, which is much cheaper than Fabricate and can find any 1 drop. There are other Transmute cards for different MV, all Black or Blue. Blue can't find 4 drops IIRC, but can find a bunch of others.

A generically helpful creature in a deck that likes a 1/1 flying token is Faerie Formation, which makes tokens and draws cards, both tend to be helpful on their own, getting both is nice. Another card that I feel like is kind of good in this deck would be Arc Mage, it's a nice budget way to ping two creatures for 1, in a pinch it can also do 2 if your Commander isn't out.

If you go the Propaganda route, some other cards to consider are War Tax and Ensnaring Bridge. If you can keep your creatures power low enough (and have some draw), Noetic Scales can be very good at keeping the board clear of big threats, and you can deal with the weenies I suspect.

hootsnag on Hurkyl, Tempo Master Wizard

2 weeks ago

Portent, Crawlspace, Web of Inertia, Dream Tides, War Tax, Glacial Chasm, Monastery Siege, Cryptic Command, Extract, Portcullis, Dissipation Field, Overburden, Archmage Ascension, Frozen Aether, Reins of Power, Rapid Hybridization, Siren's Call, Cyclonic Rift, Mission Briefing, Reality Shift, and Resculpt are just a few you could potentially use. You can very easily go creatureless if you want to. You just have to lean on different win conditions and use cards like Ward of Bones /etc.

SufferFromEDHD on Arcanis Mono Blue Wizard Control

2 weeks ago

I see you sneak Null Brooch into a lot of strategies. I do too! Especially alongside Ensnaring Bridge. It is a severely underutilized EDH bomb. However, Negate is awesome in every color BUT blue. Kindred Discovery might be useful.

Deserted Temple and Nykthos, Shrine to Nyx to dump into your activated abilities.

SufferFromEDHD on Esika Ad Nauseam Gate Win

3 weeks ago

Awesome concept.

Amulet of Vigor fixes your mana base and win condition.

Urza's Saga grabs every artifact.

Treasure Hunt would be Ad Nauseam #2 in this list.

Ensnaring Bridge would buy time alongside your Manabond engine.

Ward of Bones your opponents can only play lands and planeswalkers.

Niko9 on Beatng a wild +1/+1 Player?

4 weeks ago

Something like Elesh Norn, Grand Cenobite can check small creatures before they get counters, or there are also boardwipes that scale with the table like Massacre Girl

You also could go for defensive measures, something like Ensnaring Bridge

Madhava on glissaboyzz

1 month ago

I'd recommend Karn, the Great Creator x4. Move one of your Liquimetal Coatings to sideboard so Karn can fetch it for you, for those times when you can't seem to draw into any. Liquimetal-Coat one of opponent's lands, then use Karn's +1 ability to turn the artifact-land into a creature with power/toughness 0/0. Which dies instantly due to 0 toughness. Use in tandem with Glissa to blow up two lands per turn instead of one.

Then you could add more sideboard artifacts for Karn to grab; Batterskull is a nice finisher. Ratchet Bomb in case you need removal. Ensnaring Bridge for when you're getting overrun. Pithing Needle for opponents' walkers, et al... whatever you like.

These aren't exactly cheap... but replacing a few Forests with Boseiju, Who Endures may be a helpful upgrade as well.

wallisface on I have created a deck …

1 month ago

Mill is already a really well-known archetype. The current MtgGoldfish Meta deck is here. My own competitive build is here.

I see Caerwyn has already left you some really good advise on deck suggestions, but I'll list below some general good mill-ethos:

  • It's good to treat mill cards as if they are burn cards. In the same way that Shock is unplayable in Burn decks, and card that mills ~7 or less cards is pretty unplayable in mill (I'm looking at Tome Scour specifically as being too weak). The problem is that if your mill cards aren't efficient enough, then you just end up empty-handed, and with your opponent still having a deck (in the same way that if Burn decks only play Shock, they run out of cards before they can kill the opponent).

  • It's good to try and assume the game will be over within 5 turns. In that way, cards like Traumatize are pointless - either the game is already over before you get to cast it, or your opponent has soo few cards left in their deck that you're effectively paying 5 mana to mill ~6ish cards. As a rule of thumb, these cards that mill variable quantities of cards for excessive quantities of mana, aren't worth it. I would put Fraying Sanity in the same boat of "just not being useful" - by the time you could cast it you could just be casting a mill spell instead and getting equal-or-better results.

  • Mill decks just aren't good at winning races. They generally need some way to disrupt the opponents plans (with stuff like Drown in the Loch, Fatal Push, Surgical Extraction). Just letting your opponent do what they want will almost always end in failure, so ensure your deck has a good-quantity of disruption, to make sure you can secure the win. Cards like Surgical Extraction and/or Extirpate are particularly good, because you can turn-off many decks completely, giving you a LOT more time to enact your plan. And those decks that aren't shut down so easily, will usually suffer to cards like Crypt Incursion, Ensnaring Bridge, or Profane Memento. The general gameplan approach for mill is to let the opponent taste it, then disrupt their tempo so they can't do much-of-anything useful, and then finish them off.

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