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Rules guide · Artifact

Ensnaring BridgeHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Double Masters· August 7, 2020
Carte Magic Ensnaring Bridge

Ensnaring Bridge is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

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

Complete guide

Ensnaring Bridge is a powerful artifact that creates a physical barrier for creatures based on the size of your hand. It is a staple in control and prison decks, forcing opponents to wait while you empty your resources. By keeping your hand small, you can effectively shut down even the most massive threats on the board.

What It Does

Ensnaring Bridge creates a continuous effect that restricts which creatures are eligible to be declared as attackers. It compares the power of every creature on the battlefield to the current number of cards in your hand. If a creature's power is greater than that number, that creature simply cannot be chosen to attack.

How It Resolves Step by Step

The restriction only applies at the specific moment a player is declaring attackers. First, the game checks the number of cards currently in the bridge controller's hand. Second, it checks the power of each creature the active player wishes to attack with. Third, if the power is higher than the hand count, the declaration is illegal and the player must choose different attackers or none at all. Once attackers are legally declared, the bridge no longer checks those specific creatures for the rest of the combat phase.

Common Mistakes

A frequent error is assuming that drawing a card after attackers are declared will remove a creature from combat. It does not; Ensnaring Bridge only checks at the start of the Declare Attackers step. Similarly, if a creature's power is boosted after it has already been declared as an attacker, the Bridge will not stop it. The timing is strictly limited to the declaration phase.

When to Play It

You should play Ensnaring Bridge when your deck is designed to operate with a very low hand size, often called 'hellbent' strategies. It is most effective when you can consistently cast or discard your cards to keep your hand at zero or one, ensuring that even small utility creatures are blocked from attacking you.

Interaction examples

Emptying the Hand

If you have Ensnaring Bridge on the battlefield and two cards in hand, one of which is Arcane Signet, your opponent can attack you with creatures of power 2 or less. If you cast the Arcane Signet, you now have only one card in hand. Now, during your opponent's next turn, they can only attack with creatures that have a power of 1 or 0.

Haste and Hand Size

Imagine your opponent controls a creature equipped with Swiftfoot Boots, giving it Haste. If you have zero cards in your hand, that creature cannot attack you regardless of its Haste, because its power (which is at least 1 or more for most creatures) is greater than your hand size of zero. The protection provided by the Boots does not stop the Bridge's global restriction.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Ensnaring Bridge

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Ensnaring Bridge's effect checks the number of cards in your hand only while a player (including you) is declaring attackers. Once a creature has legally attacked, changing its power or the number of cards in your hand won't remove it from combat.

    No other card is named in this ruling.

02

Legal formats

modernlegacyvintagecommanderoathbreakerduelpremodernpredhtlr
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