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CardName: Tangling Tendrils Cost: 3 Type: Artifact Pow/Tgh: / Rules Text: At the beginning of each players upkeep, put a charge counter on Tangling Tendrils and that player taps an untapped permanent they control for each charge counter on Tangling Tendrils At the beginning of your end step, if Tangling Tendrils is tapped, sacrifice it. Flavour Text: Set/Rarity: Cards With No Home Rare

Tangling Tendrils
{3}
 
 R 
Artifact
At the beginning of each players upkeep, put a charge counter on Tangling Tendrils and that player taps an untapped permanent they control for each charge counter on Tangling Tendrils
At the beginning of your end step, if Tangling Tendrils is tapped, sacrifice it.
Updated on 01 Aug 2021 by Izaac

History: [-]

2021-07-30 14:24:48: Izaac created the card Tangling Tendrils

So like a mix of Smokestack and Tangle Wire... bad memories.

Yeah but this doesn't seem as oppressive. It ticks up really fast. If you ran this in some cheerios style deck with a bunch of useless permanents like Doom Foretold does then you're still tasked with adding two new permanents to the board every turn. Both of which must become tapped and unusable (such as to attack or generate mana).

If the player played things on turns 1 and 2, then they will still have 4 mana on turn 2 and be able to keep all their mana if they make enough trinkets. Each time they fail to put two new things on board they lose a mana on that turn.

The opponent will, barring their own trinkets, quickly be swept into constantly being tapped down but they lose nothing for it. In that case the owner is slowly accumulating a board of permanents that are all being tapped while the opponent might not have the mana to do the same. So you'll hit turn 6 where the owner will give up on the artifact and pass completely tapped out, giving the opponent first pass at using all their mana.

Or you play this with Voltaic Servant and you get to just have every player tapped down every turn for as long as you want.

But still, even in that case everyone makes land drops. One mana answers still work. I suppose if you played Ruin Crab turn one then this is a 3 card combo to win in turn 3 but there's lots to fight against it if it ever became meta.

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