Wear / Tear

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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
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

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.)

ThePieDoctor on I Have The Powers!

3 months ago

Thanks for the advice ClockworkSwordfish! I just came up with this idea and threw together what was in my head the last few hours. Oketra does definitely sound better and I agree about having less Eater of Virtues, I'm still not great at deckbuilding, so I am trying to work on a good balance of power and also removal hence the Dispatch and Wear / Tear for more competitive scenes. But I'll definitely make those edits before actually purchasing these cards and building the deck.

LunchBox1211 on dragon tribal is glorious

4 months ago

Some more cards to consider (as per your request): Old Gnawbone. Read the card. That's a lot of treasure when all your creatures have a ton of power. | Karrthus, Tyrant of Jund. Gives your dragons haste, untaps them, and (in the odd case you are playing a Dragon ditto), steals your opponent's dragons. Forever. | Dragon's Hoard, if you want another mana rock that works well with dragons. I also like Component Pouch, especially in a deck where your commander in all 5 colours, but that's mostly just me. | Rishkar's Expertise. Refill your hand, cast something for free. Genesis Ultimatum allows you to cheat in more stuff, but doesn't allow you to refill your hand, and it costs more to cast. | Farseek, especially if you decide to run the Tri-cycle lands (which I recommend). I'm going to avoid talking about lands, but cards like Spara's Headquarters and Raugrin Triome are really nice, especially for 5-colour decks. And, yes, Farseek can find Spara's Headquarters. Headquarters is both a plains, and an island. Rampant Growth and Nature's Lore can also fill this "2-mana sorcery that ramps" slot, depending on what you can find (if this is paper). Three Visits is just Nature's Lore, but Lore's name communicates the mechanics of the card better. | Swords to Plowshares/Path to Exile. Exile a creature, for 1 mana, at instant speed. I like Swords better for commander because I find that life is less of an advantage than an extra land. Other removal options include - and are not limited to - (and I may have mentioned some of these already, so sorry if I did) Beast Within, Generous Gift, Anguished Unmaking, Assassin's Trophy, Despark, Chaos Warp, Wear / Tear, Hide / Seek, Bedevil, Vindicate, Baleful Mastery, and Vanishing Verse. | Patriarch's Bidding, if you want some mass reanimation. | I didn't see very many board wipes. Granted, you want more pin-point removal than board wipes, but you still might want a few. I'll recommend Farewell (6 mana to get around indestructible, and nuke many different target, AND act as graveyard hate), Merciless Eviction (for planeswalkers), Cleansing Nova (cheaper than Farewll, and probably easier to find, but less flexible), Cyclonic Rift (7 mana to get all of your opponents permanents off the board, and set them back a few turns as they reset), Supreme Verdict (only hits creatures, but uncounterable, and cheap to cast) and/or Vanquish the Horde (for token decks). You do have Ruinous Ultimatum and Descent of the Dragons (or Crux of Fate, if you happen to get it), and I like to run 3-4 total, so choose the ones that most effectively clear the table in your playgroup. Although I have seen and heard some people run as low as 2.

For both the removal and board wipe sections, choose whatever quantities and options are working best at removing the threats you frequently go up against. If you are building this in paper (specially if the deck is sleeved), I'd recommend asking your playgroup if it is OK for you to print out proxy copies of cards for playtesting, then (once you have decided what options you like) buying those cards. Ask your friends first, though, I know not everyone is OK with proxies.

These are all just suggestions to get your mind thinking. You don't have to run all of these, but they are here if you need inspiration or help.

If you want, I can link some of the dragon/tribal decks I've made on tappedout, just as a reference point for what I like.

jclaust on Savagery's Kaalia

5 months ago

Hola, take my advice with a pinch of salt. Please provide the following:

Deck Power Level: Low/Mid/High

Deck Budget (Use $50 increments):

I will operate as if you read the Summary on my deck's page and on a Budget. Best Kaalia decks follow similar philosophy.

Mana Base: Land/Ramp/Fixing

Remove...

Ravnica Bounce Lands, "Temple of" Lands, Evolving Wilds and Terramorphic Expanse because tapped lands hinder early Kaalia plays and protection set up, while adding needless nuance and play sequences.

Add (Budget suggestions; fill gaps with Basics)...

Tainted Peak

Battlefield Forge

Shadowblood Ridge

Smoldering Marsh

3 Reveal Land

Note: Dual Land List

Solid Ramp and Fixing, trade Commander's Sphere for Talisman of Indulgence or Fellwar Stone.

Awesome. I did not have to mention Tech Land that provide Haste.

Support: Tutor/Draw/Other

Remove / Add

Bladewing the Risen / Karmic Guide- Bladewing has 7 targets, while Karmic Guide targets any, is castable and chains with Bruna.

Akroma, Angel of Wrath / Runehorn Hellkite- Draw power is critical, more so for Kaalia.

You are the first with Flicker spells before my intervention. Teferi's Protection and kin are stellar once Mana Base and Support is optimized. Deck needs 1-2 Mass Draw spells; then one can trade the 3 MV Draw Spells for lesser MV Draw. Mass or Low MV Reanimation goes a long way in Kaalia decks.

Interaction (Meta Dependent)

Remove / Add

Crackling Doom / Despark- It is best to remove the issue versus possibly.

Oblivion Ring / Wear / Tear- Instant versus Sorcery. 2-for-1 for the same MV. Rip Apart is cheaper.

Mortify / Fracture- Deck needs non-Creature removal rather than creature removal, plus Fracture hits more for less.

Merciless Eviction / Rout- Instant speed Wraths lets one set up first. Kaalia needs it. Living Death is outstanding.

Malfegor / Creature- Kaalia desires a hand; also, the deck lacks sufficient Draw power. Sign in Blood will do, too.

Last Word

From all stated, replacing as Tapped Lands for Untapped Lands is the most significant change one can make. Next, better your Win Condition. Then cater to your Meta. Lastly, make precise and monetary upgrades. As a first build, it is solid and shows promise. Be well.

Keep brewing.

zapyourtumor on Toybox Series M

6 months ago

And instead of Fragmentize I recommend Wear / Tear. Torpor Orb may also be better than Hushbringer unless there's a ton of creature dying stuff going on in your meta.

enpc on I Have A.D.D.

7 months ago

As a few people have mentioned, this isn't really a cEDH build as much as it's a classic pub stomp Kaalia deck. But that's ok. And there are definitely some things you can do to make the deck faster.

Rakdos Signet, Boros Signet, Orzhov Signet, as well as Talisman of Indulgence, Talisman of Conviction and Talisman of Hierarchy will all help to you accelerate your commander down, as will cards like Dark Ritual and Lotus Bloom. The problem that you'll have with 3 CMC mana rocks is that they docn't actually help you play a 4 CMC commander any faster. Long term, cards like Mana Crypt (inadditiaon to the above) will definitely help however they also come with a price tag. Still, a handful of 2 CMC rocks will help you play your commander a turn earlier which also means attacking a turn eariler.

If you are looking to make this into a more cEDH list, you'll also havbe to deal with blue decks. As such, Red Elemental Blast, Pyroblast and Deflecting Swat are all super helpful in protecting your commander from counterspells. On the side of removal, for cEDH you generally prefer to have more efficient removal rather than expensive sweeper. So Swords to Plowshares, Path to Exile, Wear / Tear are better options as you don't really care to remove everyhting on ther board as much as just the thing that's stopping you. And if yho udo want a sweeper, Toxic Deluge is a good one as it's not only cheap but you can control what creatures die and since all your creatures are larger then you cna potentially wipe the board of only your opponents' stuff. Fire Covenant is also good as you can pipck what you want to die. And both of these are far more mana efficient than 6 mana sweepers.

Darth_Savage on Boros Recursion

7 months ago

Personally, I'd cut the 4x Charming Prince for 4x Showdown of the Skalds partly as it gives you another red spell and partly because it provides card advantage, it also works with Brought Back... You also need a sideboard, as a starter; 3x Alpine Moon 3x Wear / Tear 3x Tormod's Crypt 2x Pithing Needle 2x Kitchen Finks covering the basics of land hate, artifact/enchantment hate, graveyard hate, with Needle for abilities and Finks for burn/prowess...

The_Acid_Drip on

8 months ago

some mid game plays would be ok maybe Shrine of Burning Rage

add maybe 1 Sacred Foundry for 2 Wear / Tear in the SB since you have so many fetches. Also maybe run 3 Skullcrack

Some other budget-ish options include Grim Lavamancer since you have soooo many fetches and Monastery Swiftspear to proc off of the spells your casting. Cut the Elementals for the lavamancer and Swiftspears. Maybe some Goblin Guide if you can afford them.

And I'm assuming b/c you have fetches you could maybe run a few other things maybe Ragavan, Nimble Pilferer?

Some non-budget hits include Leyline of Punishment and Blood Moon.

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