Arrest

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2015 Edition (MM2) Common
Return to Ravnica (RTR) Uncommon
Scars of Mirrodin (SOM) Common
Mirrodin (MRD) Common
Mercadian Masques (MMQ) Uncommon
Promo Set (000) Rare

Combos Browse all

Arrest

Enchantment — Aura

Enchant creature

Enchanted creature can't attack or block, and its activated abilities can't be activated.

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RTR

SOM

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Recent Decks

Arrest Discussion

LoyalPaladin on Heliod

4 days ago

Hey, man. Finally got the chance to look at it, thanks for linking it to me. Here are my suggestions:

Swap

There are a few really good upgrades you can make on the cheap. I'd say almost all the upgrades below are strictly better except Divine Visitation which is new to MtG, since it's a part of the new Guilds of Ravnica block. Trading out Sigil is just personal preference.

Cut

You've got too many enchantments eating up space for things that are more important like your land base. White has a really hard time ramping and tends to be the most costly color, so you want to draw as much of it as possible. I'd aim for 35 lands minimum, but 36 is probably preferable. Every land counts.

Add

Six of the eight add-ins below are lands. You need a hard to deal with board wipe like Wrath of God and I'm really surprised you didn't immediately go for Riot Control, since it's a table staple. If you really don't want it, I'd go straight for the Path to Exile.

Expensive Upgrades

Mono-colors can get some crazy mana numbers going, but white has terrible ramp, cards like Land Tax and Thawing Glaciers will help you get lands on the board, while the multiplier artifacts will keep your mana plentiful.

Randomsome1 on Enchant deez nuts

1 month ago

Good start, a few cards don't seem to fit the goal of the deck.

Cut:

Laboratory Maniac - I dont see a infinite draw engine to make this a viable win condition.

Teferi, Hero of Dominaria - You have an okay amount of instants (It's just how the deck wants to be built), but I think you're a little short on benefiting from his + enough for his cost.

Asceticism - This is great if you want to go into a Aura Voltron route, but the Sterling Grove and Privileged Position Combo is enough for protecting your creatures.

Sigarda, Heron's Grace - You're got 6 Humans and Tuvasa ain't one.

Acidic Slime - Great removal, but because it costs so much it's only worth it in decks that can consistently bring it back from the grave or blink it.

Pacifism - Because Arrest, Desert's Hold, Encrust, Lost in Thought

Maybe:

Aura Shards - I don't think you have enough creatures to really abuse this, but it is still really good.

Burgeoning and Exploration - good ramp cards, but only if you have the lands in available. With only 36 lands you will probably won't be using them as much as you'd like.

Abundant Growth - Great color fixing, but not ramp.

Luminarch Ascension - You might have enough protection to get this going, maybe.

Parallax Wave - I might be missing something, but this card just seems bad outside of a blink deck. It doesn't combo with Solemnity if that's what you were thinking.

Add:

Estrid, the Masked - She's still great protection for your Enchantments and your commander.

Wild Growth - 1 drop enchantment ramp

New Horizons - Color fixing, ramp, and some pump.

Nature's Lore Rampant Growth Selesnya Signet Simic Signet ETC - Even though they don't fit, they are always great consistent ramp.

Sol Ring - Come on, Really? xD

Mystical Tutor - Grab that board wipe or Approach of the Second Sun

Open the Vaults - cheaper Replenish

Leyline of Anticipation - Enchantment version of Vedalken Orrery

Supreme Verdict - Just a good wipe.

Thoughts:

Land Tax - Might be able to do some cheeky things with Burgeoning and Exploration

One reason why you might not want to go the way im about to suggest is because my Controlling Girlfriend(s) deck does this too. But, feel free to copy me (You always do xD)

Ghostly Prison Propaganda Collective Restraint Sphere of Safety Norn's Annex - No one will be able to attack you.

Aura of Silence - more tax and can destroy something.

Auras:

Totem Armor is strong. If you want to go down that path the precon has some good ones, but look up cards that give totem armor, they aren't bad.

Kogarashi on Redirect

2 months ago

Or make them indestructible, or give them protection from artifacts, or regenerate them if damage reaches lethal, or find a way to Stifle the Ballista's ability multiple times, or prevent activated abilities from being activated (Arrest, detain effects, Damping Matrix, etc.)….

In short, if your opponent is running Walking Ballista against you, there are lots of options besides Hexproof.

If you're the one running Walking Ballista, then you don't need to redirect the targets at all to target different creatures or players. It doesn't hit everyone, just one target at a time, and you would get to pick the targets. And in that case you'd probably want things like Illusionist's Bracers or Rings of Brighthearth to get more out of each activation, since each activation is also going to weaken the Ballista until it runs out of counters.

smackjack on Found A Problem Finally..

2 months ago

how is Arrest helping against Emrakuls shuffle effect?

Hexaflexagon on Wall Tribal

3 months ago

You may want some more creature removal such as Oblivion Ring, Banishing Light, Pacifism, Arrest, and Faith Unbroken

joseprio on Aura Stompy

3 months ago

Glad to hear you're enjoying the deck!

I've made some changes to the deck that seem to be for the better: - Changed 2 of the plains with Blossoming Sands; Because it's not running that many lands, getting a green source is essential, and also helps against burn. - Upped Wild Growth to 4 - Upped Heliod's Pilgrim to 4. It's just an amazing asset to this deck. - Added a single Journey to Nowhere to the deck, and one to the sideboard.

I noticed you removed Nylea's Presence; while it's the worst land aura, I really think it contributes quite a bit, specially if you're running cards in the sideboard which aren't WG.

Instead of Arrest, I would run something cheaper, like Journey to Nowhere, Crystallization, or even Lignify. For the decks you need it, you need it quick. Duress has really helped me in many pairings.

jakeelephant006 on Athreos

3 months ago

In a gist, less removal, more ramp, creatures and lands.

This is a solid deck. It really has some power in some places. The trick is getting it to be cohesive. Right now there doesn't seem to be a real solid theme or focus which makes the deck unwieldy during play. It wouldn't take much to fix this, though. I think it would be a good idea to focus on getting Athreos out and then playing value creatures and forcing opponents to make the decision on whether or not you get to play those creatures an additional time.

Cards to pull: Removal - You have more than enough in here so you can cut some of the less effective (more restrictive) cards like Divine Verdict, Pillar of Light, Ghostly Possession, Reprisal, Murderous Cut, Arrest, Suppression Bonds, Doom Blade or Armament of Nyx. (I put the cards in order of what I would think is best to pull to worst to pull). I would generally stay away from creature based removal here because you want to increase the number of creatures you have in the deck.

Other - These are cards that kinda just take up a slot. They're generally not bad, but they kinda pull this deck in directions that don't help the deck win like it should. These include Raise Dead, Baneful Omen, Edge of the Divinity, Cutthroat Maneuver, Erebos's Titan, Nighthowler, Pontiff of Blight, and Hopeful Eidolon. I hesitate to put the creatures on here cuz I think it would be best to have more creatures than fewer but these ones are good things to cut if you're looking to make more room.

Cards to add: Generally, I'd try to slot in some more ramp cards like Sol Ring, Orazca Relic, Orzhov Signet, Commander's Sphere, Solemn Simulacrum and the like. Also you could do with more card draw. For instance Dusk Legion Zealot, Ambition's Cost, Read the Bones, Hedron Archive, etc. And then put in some more quality creatures. Maybe they should have etb or death effects like Merciless Executioner, Fleshbag Marauder, Demon of Dark Schemes, Elenda, the Dusk Rose, Blood Artist, and more. Or maybe they're just solid creatures like Bontu the Glorified, Cataclysmic Gearhulk, Crested Sunmare, Urgoros, the Empty One, or Vona, Butcher of Magan. Maybe even a couple more board clearers like Crux of Fate, Bontu's Last Reckoning, Fumigate, or Hour of Revelation

Essentially, this deck has the structure to be real strong. It just needs some focus and a few upgrades to really get where it wants to go. Hope this helps.

Kingdomsteel on G/W Company

3 months ago

Ah, that's not a problem man. If you want to use something like Brainwash, try using Arrest. It's a little more expensive to cast but this permanently prevents attacking, blocking AND activated abilitys from creatures your oppenents control. This might be a little farfetched but try using Privileged Position just to gain some more protection and keeping those Arrests / other permanents you control alive.

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