Wear // Tear

Wear // Tear

Dragon's Maze Uncommon
Mana Cost: {1}{R} // {W}
Type: Instant // Instant
Artist: Ryan Pancoast
Collector Number: 135
Release Date: 2013-05-03
Art crop

Full Analysis

Generated on 2025-06-29T23:16:38.046456 • Legacy Format

Wear // Tear: A Versatile Removal Spell with Depths

TL;DR Summary

"Wear // Tear" is an instant card that allows you to sacrifice "Wear" or "Tear" to deal damage to any target, making it a versatile and flexible addition to your deck.

Detailed Card Mechanics and Interactions

As an instant card, "Wear // Tear" resolves immediately after being played, allowing you to quickly resolve its effects without having to pay the mana costs associated with its triggers. This is particularly useful in formats where speed and tempo are crucial, as it enables you to rapidly disrupt your opponent's plans.

One key interaction worth noting is that using "Wear" and "Tear" in conjunction with "Wear // Tear" can lead to some fascinating mechanics. For example, if you have a large number of instants in your hand, including those that trigger when worn or torn, you could potentially create an instant-based board wipe.

Another consideration is the card's interaction with creatures and enchantments. Since "Wear" and "Tear" are worn and torn on creatures, respectively, using these cards can lead to interesting interactions between creature types. For instance, if a player has a lot of enchanted creatures they want to equip with armor or shields but also wants to deal damage to them, "Wear // Tear" can be used creatively.

Strategic Uses, Combos, and Synergies

One popular way to play "Wear // Tear" is as a removal spell. Since it deals 2 direct damage, it's particularly effective at dealing with low-toughness creatures or enchantments that are difficult to remove through other means. This can be especially useful in combo decks that rely on instant-based disruption.

Another strategic use of "Wear // Tear" is to set up a value-creating spell. By wearing and then tearing the target creature, you create an opportunity for a follow-up removal or a more powerful effect to occur after the damage has been dealt.

In terms of combos, one possible strategy involves playing multiple instants that trigger when worn or torn in combination with "Wear // Tear". For example, if you have a deck with enchanted creatures that can be equipped with armor and then equip them using an enchantment like "Wear", you could potentially use these creatures as a source of damage for the opponent.

Deckbuilding Roles and Archetypes

In general, "Wear // Tear" is best used in decks that value speed, tempo, or disruption. Its removal capabilities make it particularly effective at dealing with problematic creatures or enchantments on the board.

One common archetype that incorporates "Wear // Tear" is the "Removal Deck". In these decks, "Wear // Tear" serves as a key component for disrupting opponents' plans and creating opportunities for follow-up effects. By incorporating other removal spells or value-creating spells into your deck, you can create powerful combos that take advantage of "Wear // Tear".

Another archetype is the "Combo Deck". In these decks, "Wear // Tear" serves as a key component for setting up value-creating spells or dealing damage to opponents. By incorporating other instants or value-creating spells into your deck, you can create powerful combos that take advantage of "Wear // Tear".

Format Viability and Competitive Context

In Modern, where the format is heavily focused on artifact and enchantment-based decks, "Wear // Tear" is a particularly popular card. Its ability to deal direct damage to opponents or creatures makes it an effective tool for disrupting opponents' plans and creating opportunities for follow-up effects.

However, in other formats like Legacy or Standard, where the metagame often focuses on creature-based strategies, "Wear // Tear" may be less relevant. In these formats, decks that value removal or disruption may rely on different cards to achieve their goals.

Rules Interactions and Technical Notes

One key interaction with "Wear // Tear" is its interaction with other instants in your hand. Since "Wear" and "Tear" are instants themselves, using them in conjunction with "Wear // Tear" can lead to some interesting mechanics. It's worth noting that "Wear" and "Tear" do not have a cost of their own; they simply trigger when worn or torn on the draw step.

In terms of its interaction with enchantments, "Wear" is particularly effective at dealing damage to enchanted creatures. Since "Wear" can be equipped on creatures, it creates opportunities for creative removal strategies that take advantage of the card's built-in triggers.

Art, Flavor, and Historical Context

"Wear // Tear" is an illustration by artist Bryan Walker, which features a striking image of a torn cloak and a pair of worn leather boots. The artwork effectively conveys the card's theme of damage and removal, while also incorporating some interesting visual elements that make the card stand out.

In terms of flavor, "Wear // Tear" seems to fit in with the overall tone of Magic: The Gathering, which often features cards that convey themes of combat and competition. However, it's worth noting that the card's mechanics are not necessarily tied to any specific mythology or lore within the game.

Key Points Summary

  • Instant Card: "Wear // Tear" is an instant card that resolves immediately after being played.
  • No Cost Requirement: Unlike many other instants, "Wear // Tear" has no inherent cost or mana requirement.
  • Trigger Effects: Using "Wear" and "Tear" in conjunction with "Wear // Tear" can lead to interesting mechanics and combos.

In conclusion, "Wear // Tear" is a versatile and powerful card that serves as an effective removal spell or value-creating spell. Its interaction with creatures and enchantments creates opportunities for creative deckbuilding strategies and combo decks, making it a valuable addition to any Magic: The Gathering player's arsenal.