Wear / Tear

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dragon's Maze (DGM) Uncommon

Combos Browse all

Wear / Tear

Instant

Wear:

Destroy target artifact.


Tear:

Destroy target enchantment.


Fuse (You may cast one or both halves of this card from your hand.)

Browse Alters

Wear / Tear Discussion

SideBae on Shaolin Monks

7 hours ago

So, I feel like I should mention that Erayo, Soratami Ascendant / Erayo's Essence is super-duper banned in EDH. If your playgroup is alright with it, keep it in; but be aware that about 95% of players would not be happy.

I suggest replacing it with something like Counterbalance , which works nicely with your Sensei's Divining Top . Also, if your general is on the field, being able to look and see if you want to reveal the top card of your deck to counter a spell is pretty valuable.

Ponder , Preordain and Brainstorm are great in almost every blue deck, but here the top-deck manipulation makes them even better. I suggest including all three.

Mystical Tutor is awesome if your general is on the field, as it becomes a pseudo-tutor-to-hand effect.

Narset, Parter of Veils is a pretty busted card -- she even lets you clear a creature off of the top of your deck if you need it, in addition to her static hate-ability. Pairing her with a Windfall is especially powerful. Faithless Looting is another way to get past uncastable creatures and/or lands.

I've had good success with Treasure Cruise in my Elsha of the Infinite list. Similarly, I think Dig Through Time is probably a better Drawn from Dreams , as it is instant-speed. Other mass-draw spells to consider include: Fact or Fiction , Chemister's Insight , Chart a Course .

If you run only monks and your meta isn't tribal-heavy, Harsh Mercy may be worth including.

Your ramp package has some room for improvement. I've never been impressed with three-mana mana-rocks in EDH, since two-drop rocks are available and tend to be better. I suggest running some of the following instead of your Chromatic Lantern , Commander's Sphere , and a few other cards if you want to make cuts: Talisman of Progress , Talisman of Conviction , Talisman of Creativity , Mind Stone , Thought Vessel , Azorius Signet , Everflowing Chalice (which can be cast for zero off the top, if you really want to get past it), Prismatic Lens , Coldsteel Heart (maybe), Arcane Signet , Fellwar Stone or even Guardian Idol . This has the added bonus of allowing you to cut some lands -- I don't think you should be running more than 34, and probably want to be around 32 or 33.

By Force and Wear / Tear are very good multi-for-ones in EDH... you should at least consider running them.

If you craft your creature-package carefully, you can run effects like Kozilek's Return or Pyroclasm . Keep in mind that these trigger prowess, so your Monastery Mentor will survive a Pyroclasm , assuming you're the one who casts it.

If you can get ahold of one, I think Cyclonic Rift is way preferable to Planar Cleansing . Supreme Verdict is another excellent boardwipe.

Counterspells are tough in Elsha of the Infinite , since you can't cast them without a target and thus can clog the top of your deck. To fix this, try modal counters that can be cast with an empty stack. Some to consider: Pyroblast , Red Elemental Blast , Archmage's Charm , Mystic Confluence , Izzet Charm .

You appear to do very little library-searching. You can take advantage of this with Mindlock Orb , which punishes tutor-tribal decks (decks anything like the ones I build and play against) hard.

Steel of the Godhead is, I think, better than your Aether Tunnel . It does cost one more mana, but it gives Elsha of the Infinite lifelink, which means it can likely also replace Basilisk Collar and free up a card-slot.

Alright. That's all I got. Good luck!

enpc on Gwyn's Arsenal

5 days ago

Given your curve and your amount of cheap ramp, I think that you're safe to lower your land count to 35-36. While he's not a knight, Combat Celebrant seems good here - additional combat phases and another win condition with Helm of the Host .

I would also recommend some additional removal in the form of Wear / Tear , especially to help cut through tax effects.

DemonDragonJ on Orim's Thunder or Duergar Hedge-Mage?

6 days ago

PhyrexianWombat, Hjaltrohir, I like those suggestions, because Wear / Tear can destroy two permanents for either the same or a lower mana cost than can Orim's Thunder , the damage is rarely relevant, and that card shall trigger both abilities of Balefire Liege , whereas the thunder shall trigger only one.

Hjaltrohir on Orim's Thunder or Duergar Hedge-Mage?

6 days ago

I think Wear / Tear is your best bet over both of those options. Low CMC and flexibility is king.

SideBae on Noble Knights in MTG????

6 days ago

A few cards to consider adding:

Good luck!

PhyrexianWombat on Orim's Thunder or Duergar Hedge-Mage?

1 week ago

I'd say it depends on if you have a wide enough distribution to destroy two permanents consistently with Hedge-Mage.

I think Wear / Tear is worth a look as well.

SideBae on

1 week ago

So, I happen to be very much in accord with RNR_Gaming in the feeling that one-mana mana-dorks will greatly improve this deck. In my experience, in a four player game, people will have a lot of other threats to worry about than mana-dorks; and if the deck is built well, with an appropriate amount of card-draw, it'll recover from a board wipe rather well. That being said, if you want to go the route of enchantment ramp, there're a bunch not in the deck that you should consider. Utopia Sprawl is a favorite of mine, especially if you pair it with an Arbor Elf . Wild Growth , Elvish Guidance and (in the right meta) Carpet of Flowers can all also produce but-tons of mana.

Part of the reason I, and I suspect RNR_Gaming suggest dorks is because, being green, you have access to a lot of creature ramp that can replace artifact ramp. If that is done, you can run cards like Collector Ouphe or Stony Silence ; in competitive metas, these two cards can often times change the course of a game more than any other card. I love artifact ramp dearly -- Kess, Dissident Mage as Storm is my favorite EDH deck -- but it is simply not as good as one mana, dork-based ramp that dodges artifact hate.

One more reason to run dorks, though this one may not really be in accord with the theme of your deck, is that they go very well with the two best win-conditions green has to offer: Craterhoof Behemoth (AKA 'Hoof Daddy') and Triumph of the Hordes . If you use something like Natural Order to slam a Craterhoof for four mana while you have a critical mass of dorks out, you can rather easily end the game right away. Similarly, Triumph of the Hordes can snipe out an Oloro, Ageless Ascetic player like few other cards; Blightsteel Colossus is the only better attacker I can think of.

Give some thought to Sneak Attack . If you have three or four dragons in hand, smacking someone with them for that much red mana may well be what you need. Lathliss, Dragon Queen and Utvara Hellkite will also gain extra value from the ETB/attack triggers. Ilharg, the Raze-Boar has a similar effect that is arguably better than Sneak Attack .

In my experience (perhaps your is different), Path to Exile is really bad in EDH. In general, ramping opponents as a side-effect of removal in a format filled with high-cost, high-payoff strategies is going to be actively dangerous. Sometimes, Path to Exile can be good for removing blockers; however, there are better ways to do this, such as Taunting Elf or even just Renegade Tactics , which has the added bonus of not costing you a card. Same goes for Settle the Wreckage .

If your meta has any blue decks, Veil of Summer is really, really, REALLY good.

Your land-count is very high. If you want to spew out lands, consider Exploration and/or Burgeoning . These can help you get out of the gate much faster than your opponents, and work especially well with your Karoo lands, like Gruul Turf .

Wear / Tear is a good two-for-one. Decimate needs all of the mentioned four card types to be cast, but can be an even more powerful play than Wear / Tear .

Farseek is a ramp-sorcery that can grab typed non-basics; similarly, Nature's Lore does not have to grab a basic forest. I have generally had a good amount of luck with these two.

Flameshadow Conjuring seems like a pretty busted way to squeeze extra value out of your dragons. Notably, if you populate before you sac the token, you get to keep the copy of the original token.

Finally, Sylvan Library is a hallmark of competitive green decks. This is, for the first few turns it's out, a free draw three effect; after that, its card-sorting abilities are what make it good.

Alright man, good luck! That's all I can think of for now.

SideBae on Edgar Markov and his Jacked Up Family

3 weeks ago

Ok. So, here're my suggestions; feel free to ignore any or all of them, if you so choose:

CARD DRAW/SELECTION: This is a big part of EDH.

TUTORS: These will make your deck more consistent.

RAMP: I think you're running too many lands for an aggro deck; also, your ramp package has room for improvement. Replacing a few lands with rocks and potentially some more creatures can make the deck a lot better.

REMOVAL: You have a lot of good removal spells, mainly because a lot of your removal is more than a one-for-one (see Fell the Mighty , Crackling Doom and Return to Dust ). In a format with three opponents, you typically want to be doing more than trading one-for-ones, a notable exception being Swords to Plowshares , which is an absurdly powerful card. I suggest running some of the following:

MANA BASE: Untapped lands are the best lands, but once you hit three colors, it can be tough to make your mana work while coming in untapped. Consider the following:

CREATURES: There're some creatures I think you should upgrade from the Maybeboard:

MISCELLANEOUS: There're some other cards you might like. Consider the following:

  • Shared Animosity : One time, many moons ago, I built a modern goblins deck with this. It was alright/terrible in Modern, but in a relatively slow-moving format like EDH it can be a real powerhouse.

  • Smallpox / Pox : Smallpox is easily one of my favorite cards in EDH, and may be good with your high land count, even if you choose to cut three or four lands. It'll depend on your meta and your final deck list. It could be awful, but it could be good. Pox is much more likely to be terrible, but is worth having on your radar.

  • Suppression Field : You're running very few planeswalkers, fetches, and with a little crafting, you can have very few creatures and/or artifacts with activated abilities. In my meta, this card is absurd. Especially against me.

  • Price of Glory : This discourages instant-speed interaction. In a deck like this, it's very likely to hose blue-players without really touching you.

  • Necrogen Mists : This is a good way to limit your opponents' ability to oppose you, especially if you choose to run Falkenrath Gorger off your Maybeboard.

  • Armageddon : Speaking of limiting your opponents' ability to stop you... Just make sure you cast it while you're ahead. Decree of Annihilation is good for this at instant-speed.

  • Stranglehold : Everyone searches. Make 'em stop.

  • Aura of Silence : This is good in most metas. The tax effect is brutal, and the sacrifice has the ability to break a combo in a pinch.

  • Rule of Law : This'll hose pretty much any combo deck. I hate playing against this card. (I play Storm.)

  • Authority of the Consuls : This is a good way to make sure opponents can't poop out blockers too quick.

Load more

Wear / Tear occurrence in decks from the last year

Modern:

All decks: 0.0%

Commander / EDH:

All decks: 0.01%