Cage of Hands

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Planechase Anthology Common
Commander 2015 Common
Planechase 2012 Edition Common
Champions of Kamigawa Common

Combos Browse all

Cage of Hands

Enchantment — Aura

Enchant creature

Enchanted creature can't attack or block.

: Return Cage of Hands to its owner's hand.

View at Gatherer Browse Alters

Price & Acquistion Set Price Alerts

Cardhoarder (MTGO)

0.03 TIX $0.08 Foil

Ebay

Recent Decks

Load more

Cage of Hands Discussion

Reverie42 on Daxos - Enchantments

2 days ago

I built a very different Daxos, so it was cool to see this list. I think Celestial Dawn and Archetype of Finality are pretty neat additions.

A few things that might be non-ideal:Starfield of Nyx is really risky in Daxos. If it ever activates, all of your spirit tokens die immediately. This is because they get their normal P/T as a characteristic definition ability in layer 7a, then have it modified to 0/0 as a power/toughness setting ability in layer 7b.

You might consider trimming some number of the buff auras for more utility enchantments. I've found that being a cheap source of experience counters is frequently just not good enough on an aura. I really like Rule of Law and Eidolon of Rhetoric since they give you more room to sink mana in to generating spirits without falling behind. Some combination of Cathars' Crusade, True Conviction and Intangible Virtue can also be pretty good.

I see you have Cage of Hands. In a similar vain, you might consider Flickering Ward. That combined with Doomwake Giant is really strong. Add in Celestial Dawn and it's probably going to be hard for your opponents to play creatures. It's a bit of a nonbo with Rule of Law, but in most cases, if everyone is only casting one spell a turn, you're already pretty happy.

Skybind might also be worth considering. You've got a couple flicker effects and Daxos lets get Skybind triggers at instant speed to blink out scary attackers.

I learned about a few neat cards from this list. Thanks :)

WhiteWeasel on Building a budget Voltron

1 month ago

So due to being less than thrilled with my Bant Token deck, I was thinking about rejigging it to be a voltron deck since my commander; Ishai, Ojutai Dragonspeaker is pretty good at powering themselves up since I often play multiple opponents in my local magic group, and was considering of changing it to a new theme.

Cards I own

I For control and disruption I have plenty of control cards like Convolute, Counterspell, Simic Charm, Spell Rupture, etc... Disruption includes Divine Reckoning, Pacifism, Diminish, Paralyzing Grasp, Rapid Hybridization, Defang, Cage of Hands As well as stuff that trashes enchantments and Artifacts.

For powering up my commander my Artifact pool is less than ideal, had to work with what I got. They include Trailblazer's Boots, Fireshrieker, Skyblinder Staff, Ring of Evos Isle, Grafted Exoskeleton, and Livewire Lash.

Enchantments and effects for protecting my commander and/or giving them evasion include: Infiltrator's Magemark, Holy Mantle, Guildscorn Ward, Alpha Authority, Ghostform, Sheltering Word, Survive the Night, Haze of Pollen, Shielded Passage, Rogue's Passage etc...

Mana Ramp: Assume all of my mana rocks in the bant deck are going to be cannibalized.

Creatures: I don't have the good stuff to do a true one man voltron, but I can use walls like Angelic Wall, Fog Bank, Wall of Frost for protecting myself and the effects of creatures like Fan Bearer, Mistmeadow Witch, New Prahv Guildmage, to aid my commander so they can swing in for lethal damage.

Cards I'm Scouting to Buy

New commander to pair with Ishai: Reyhan, Last of the Abzan

The cards I'm looking to get for this build would be things like the WUBRG Wards and the dual color protection like Shield of Duty and Reason, and Spectra Ward. Mask of Avacyn, Swiftfoot Boots, Aqueous Form, Steel of the Godhead, Indestructibility, and Battle Mastery

Others: Ring of Thune (and the variants in the other colors),
Sword of Vengeance, Whispersilk Cloak, Inquisitor's Flail, Grappling Hook, Mask of Riddles, Sigil of Distinction,

Think this is something that I can/should pull off? Any Budget recommendations?

bobthesatyr on Look at the puppy

4 months ago

Exalted Angel for Stonehewer Giant

Armageddon for Hokori, Dust Drinker

Mesa Enchantress for Sram, Senior Edificer

If your going to use detaining things as Cage of Hands or Faith's Fetters, you'd probably want Prison Term or Spectral Grasp instead.

Luminarch Ascension seems out of place.

Bonesplitter, Infiltration Lens, and Ring of Thune are probably your weakest equipment choices.

AceGambitDragonfly on

6 months ago

Hmm, that's tough. I see that you're playing off the madness trick with Stern Constable, but I wonder if something like Blinding Souleater or Gideon's Lawkeeper would be sufficient, letting you trade out one or two of Just the Wind for Gossamer Chains... maybe not.

Separately, what had you choose Frozen Solid over something like Singing Bell Strike or Pacifism (or even Cage of Hands)?

alias42 on my first commander needs trimming

6 months ago

Your deck is steadily improving, but you are still thinking on a small scale. Spot removal doesn't do much in EDH. So you blow up one creature that belongs to one of your opponents, which is a great move in 1v1 formats. EDH though is multiplayer, so while that guy is mourning the loss of some massive creature, the other 2 are still sitting pretty going "well, that didn't bother me at all" and you now have less mana to prepare for ways to deal with their threats. Cards like Emerge Unscathed work well to defend yourself in 1v1, especially with it's rebound making sure that you have the same protection from your opponent's creatures when you go to attack. In EDH, however, let's say you use that to protect your creatures on opponent A's attack, so you are able to block and not lose your creatures. Which is solid. But then the turn ends and instead of being your turn where rebound kicks in, it's now opponent B's turn, and he wants to smash your face in just as bad as opponent A. Great time to play another emerged unscathed, but the singleton rule doesn't allow you to have another. Look for cards that affect the board, and if it is an effect that can be put on a permanent, put it on a permanent. With all of that being said, it took me a lot longer to decide which cards need to be removed this time, so props there.

Remove: Deathpact Angel Her recursion ability is nice, but she doesn't really synergize with the rest of the deck on her own. Maybe if you had a combo to let her die and reanimate herself consistently/infinitely she'd be a solid combo with your ETB lifegain triggers, but on her own she's mostly just a big fatty with recursion. Since this isn't a reanimator deck, it doesn't seem super essential here.

Gideon's Avenger I hate axing this guy, he's really cool. Especially in a format where multiple opponents exist giving him more creatures that can tap to give him more counters, making him get scary big scary fast. Unfortunately we find ourselves in a position at the moment where we need to clear up cards to get us to the 100 card limit, and then get UNDER the limit so that we can fix your manabase. In that position, anything that isn't essential to the deck gets cut, and I don't see him being anything other than an early game fatty that will probably be killed by the first board wipe.

High Sentinels of Arashin when I first saw this guy I was in love. Then I reread him and saw that it isnt +1/+1 for each +1/+1 counter on another creature, just +1/+1 for each creature with a counter. So even if you have a creature with 500 +1/+1 counters, he only gets 1 bigger for it. That makes his growth potential exceedingly slow, and his ability to add counters to other creatures seems similarly slow in any deck that doesn't run proliferate.

Jace's Phantasm seems good at first glance, a 1 drop 1/1 with flying that can be a 5/5 under the right circumstances. But he won't be a 5/5 in the early game, so if you get him early enough for his low mana cost to be helpful he'll likely be a 1/1 that will get killed before anyone gets to the 10 cards in gy to buff him. Alternatively if you play him in the late game, his low mana cost has less of an impact making the 5/5 flyer less substantial. If you had some way to guarantee that they keep 10 cards in their grave this guy would be solid, but there are numerous ways to get your graveyard emptied in EDH. Eldrazi, elixir of immortality, bojuka bog, odds of your opponents not having one of them are slim.

Sire of Stagnation I used to play a mill EDH deck. It did not work. Period. Apart from the fact that your opponents have a 100 card library and you have to mill each of them to win (usually a total of 300 cards) as stated above there are a lot of ways to put your graveyard back in your library, making some decks literally un-millable. If you don't rely on it as a win con it can be done, sure, but as I learned running a mill EDH deck, people in EDH really don't like to be milled. I had a bigger target on my head as a mill player than the guy playing the Arcum Daggson combo deck... and that says something. I really don't recommend milling in this format.

Vengeful Pharaoh seems like he will be way too slow in this deck. Cast him, chump block to get him in graveyard, then he gets you one single creature of spot removal before he goes back on top of your library? Hope you were in a position where you needed to draw him again, or that is going to do more harm than good, and it's a risk your running for spot removal. Granted it's spot removal on a stick, but it's spot removal, and it's a very slow stick.

Sorin's Vengeance of all the cards I say to pull, this is the one I was least sure about. It does fit very well into your deck, damage to your opponent and lifegain for you. But it only affects one of your opponents, and its a sorcery so it can only be done once. It's powerful enough to ensure that whoever you target with it is going to be gunning for you, so you'd have to do it as a killing blow. And even then, you'd better have counterspells in your hand to protect it, because if they counter it, they're still gonna be pissed that you tried.

Cage of Hands Spot removal... basically. Not really removal because the creature isn't removed, but it's removed from your list of threats. Spot removal is still lackluster.

Dictate of Heliod is another one I feel uneasy pulling. The fact that it's a static buff and can be flashed in to save your creatures or kill some blockers is sweet, but it doesn't really synergize well with your deck and we need the space for lands.

Ajani's Presence is a way to protect your creatures, but it's only for 1 creature initially with the amount of mana needed to add additional creatures being insane. The main thing I forsee this being useful for is to avoid wrath effects, and the mana cost to save all your creatures is so high that it would be better to just counter the wrath altogether.

Disperse more spot removal, and it goes back to their hand so it can be played again right after. Granted it's for any nonland permanent so I can think of times when it could be useful, but it's just too situational to run when we're so pressed for space.

Emerge Unscathed See my comment about it in my intro, protection for one turn just isn't going to cut it in a format where you have 3 opponent's turns to protect yourself from.

Essence Scatter EDH has way too many cards to pick from to pick a single use counter that has limitations on the spells it can counter.

Murderous Cut Even if you delve the cost down to just B, spot removal is still just spot removal.

Unsummon and Vapor Snag... still more spot removal.

Assuming I didn't miscount, that is 16 cards. You're currently at 105, so less 16 puts you at 89. With another 11 lands your at 37, which is still just a little low for EDH. Depending on the deck, you might be ok with 37, sometimes you need more, sometimes you can get away with less (I have an elf tribal EDH deck that only runs... either 32 or 33, I forget which). I'd say test the deck like that and see how it plays, then tweak it as necessary to fix your manabase.

libraryjoy on my first commander needs trimming

6 months ago

Shadow, I'm going to be a little verbose, but bear with me. I've been playing commander weekly with a small local playgroup for well over a year. It's casual, not competitive. So take my advice with that said.

It's more like midrange is a little different in commander. Your curve ends out much higher, since the game goes longer. You can't just stall a few turns and win by pecking away with 2-drop and 3-drop creatures, because your opponents have a total of 120 life you have to whittle away (if they're not attacking each other). Each card needs to have maximum impact on all players, since it's multiplayer. Politics is huge. Each playgroup is different, but in mine, you try not to "poke any bears" until you absolutely have to. You don't want to make all your opponents mad at you at once, and you also don't want to target one person so much that they decide to come after you, while the others sit back, develop their boardstates, and kill whatever's left of whichever one of you survives. It can be done if you're prepared to be enemy #1, with plenty of control elements. Spot removal is a fine line to walk. Use it sparingly, because while you stopped one person, there are 2 others you did not stop.

You need to have an idea of how you will win the game. Even if you are playing heavy control/stax, you either need to have a lock on all of your opponents to get them to concede or you need to have a few value cards that will get the job done after you've stalled. Big ones. Avacyn, Dragonlord Ojutai, (you've got a few - your 5/5's). Find ways to make them bigger - Hedron Matrix. With double strike (Fireshrieker or True Conviction). Or cards that will eventually make you an army (Sigil of the Empty Throne, Luminarch Ascension, Moonsilver Spear, Angelic Accord, Chasm Skulker.) You also have a few creatures that will get large as you slowly gain life, and could add Ajani's Pridemate. Can you get them through unblocked? Whispersilk Cloak, Prowler's Helm, Rogue's Passage. Don't forget you'll need to protect them: Mother of Runes (also helps with not being blocked), Mask of Avacyn, Swiftfoot Boots, Soul of New Phyrexia. If you focus on those, you'll want more lifegain triggers, like Shattered Angel (which is nuts in commander), Soul Warden, Soul's Attendant, Suture Priest. Find out what your playgroup thinks of infinite combos. If they're not completely frowned upon, you probably want to include 1 or 2 for when the game just needs to be over. Also see what your playgroup thinks of tutors. Most playgroups don't like a lot of tutoring, but some are ok with a little.

Midrange can be good in commander. Yisan, the Wanderer Bard is a mid-range commander but also combos and is ranked Tier 1. But he has a tutor for whatever card you need built in. Same with General Tazri. Oloro is Tier 2, but usually as a Pillowfort/Stax commander. Basically, you need to plan that pretty much whatever you draw will synergize with whatever else you've drawn, and particularly with your commander, since he is always available to you.

Drop: Pacifism, Aerial Responder, Skinrender, Prahv, Spires of Order, Liliana's Reaver, Astral Cornucopia (not very good in decks that aren't running proliferate. Which is another option). Lingering Souls probably also does not have enough impact, without more token support or more buffs like Dictate of Heliod and Spear of Heliod, unless you just want them as chump blockers. Commander is go big or go home.

Consider adding: Cliffhaven Vampire. Agent of Masks. Cage of Hands or Arrest or Quarantine Field. Or Crawlspace or Norn's Annex. Crypt Ghast or Kingpin's Pet or Treasury Thrull or Pontiff of Blight if you are planning to use extort to drain life. Gravitational Shift and maybe Archetype of Imagination or Stormtide Leviathan if you are planning to win by combat damage through flying. Plea for Guidance can tutor up Sanguine Bond + Exquisite Blood for infinite combo. Esper Panorama & Arcane Sanctum would fit this deck well.

Elixir of Immortality is great to get your graveyard back in your library, in case of mill or whatever. Sword of the Animist is good ramp, and Darksteel Ingot can be very useful. Also, the signets - Orzhov Signet, Dimir Signet, & Azorius Signet.

Load more