Chained to the Rocks

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Hero Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
MTGO 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
Theros (THS) Rare

Combos Browse all

Chained to the Rocks

Enchantment — Aura

Enchant Mountain you control

When Chained to the Rocks enters the battlefield, exile target creature an opponent controls until Chained to the Rocks leaves the battlefield. (That creature returns under its owner's control.)

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Chained to the Rocks Discussion

koylucumert on Boros One-Drop Tribal

1 week ago

i mean 4 mana for your entire graveyard on board? yea i think its okalso you can just splash red and go almost monowhite. Chained to the Rocks may be a good replacement too

cdkime on

1 month ago

With your updated deck description, I shall try to provide some useful feedback.

  • Chained to the Rocks is a bad card for your deck. Currently, you have 4 mountains plus Evolving Wilds, giving you a fairly insignificant chance of having a mountain in play. Path to Exile would be a better card. It is instant speed, permanently exiles the creature, and the drawback is somewhat inconsequential.

  • Pia's Revolution is pretty useful with Artifact decks.

  • Tezzeret's Touch provides you a strong body for 3 mana, and provides some protection from removal. This would allow your otherwise passive artifacts, such as Mirrorworks, to have a fairly significant presence. Ensoul Artifact does much the same, though without the graveyard recursion. Animate Artifact is another choice, but most of your artifacts are fairly low costed, so your return will be fairly insignificant.

  • Given how many mana rocks you have, Paradox Engine would be a great card.

  • Wurmcoil Engine is a wonderful artifact card.

  • Tome Scour does nothing useful for you.

  • For the Hexproof/shroud you want: Leonin Abunas, Indomitable Archangel.

  • Darksteel Forge is expensive to cast, but you have a large number of mana rocks. Indestructible is always nice to have. Guardian Beast provides indestructible, as well as pseudo-shroud, but does not protect itself.

  • Mycosynth Golem could be a particularly fun card to run, allowing you to cast your artifacts for free.

lukas96 on Boros Burn

1 month ago

I have a few suggestions for the sideboard.

I would play 4 Destructive Revelry they are great against Affinity but also great against a lot of hate your opponents could board in against you.

I wouldnt play Chained to the Rocks you already have ways to combat big creatures.

Personaly I dont like Kor Firewalker and Rest in Peace but that might be a matter of taste.

And id play an additional piece of graveyard hate because it hits so many different decks. Id consider Grafdigger's Cage because it also shuts down CoCo, Chord and stuff.

lukas96 on My Boros Burn

1 month ago

You should definitely replace Battlefield Forge with Sacred Foundry and Chained to the Rocks with Path to Exile.

Your sideboard seems to be dedicated to defeat big creature decks is that a meta call?

sylvannos on Awaken the Ancient

1 month ago

You could build the deck around Sacred Ground. It won't save you from combat damage, but it does mean any sacrifice effects, land destruction, creature removal, -1/-1 counters, and so on will only kill your enchantment, but save the land itself.

Sacred Ground also gets around cards like Death Cloud or Liliana of the Veil.

Since you're already in red, you can also play Chained to the Rocks for even more shenanigans. So if they blow up your Mountain, it only removes the Chained to the Rocks.

It's even more shitty for your opponent if you play Life from the Loam and manlands.

Optimator on

3 months ago

With a heavy Equipment theme you aren't going to have much room for utility. A such, all non-card-draw utility cards should probably be removal. I would include at least two board wipes (more is often better, depends on your meta). Blasphemous Act and maybe Rout are good budget options. Vandalblast is sick. I'm super big on enchantment removal so Return to Dust is S-tier outstanding. Not super budget but not expensive either. I like Ray of Distortion a lot. It's very mana-intensive but the fact that you can do it twice is awesome in EDH. Dust to Dust will be handy. Lots of artifacts in EDH. I kind of like Revoke Existence since artifact recursion is common.

Chained to the Rocks, Oblivion Ring, and Banishing Light are versatile on a budget--as are the other cards with similar effects.

White is really good at shutting down commanders with things like Darksteel Mutation, Prison Term, Arrest, Pacifism, Faith's Fetters, etc.

There is also Crib Swap, Swords to Plowshares, and Path to Exile--budget willing. Chaos Warp is good in EDH. Very versatile.

There is lots of random utility to find out there. Reconnaissance and Dolmen Gate are usually great for aggro decks but your commander makes it far less necessary. Perhaps Brave the Sands and Always Watching . Fervor and Hammer of Purphoros are sick too. Ogre Battledriver is nice but not a samurai.

Boros Charm, Make a Stand, and Rootborn Defenses can save your board state.

Really, at this point the sky's the limit. You could do random stuff like Throne of the God-Pharaoh or Gift of Immortality.

Forgot to mention Mask of Memory when discussing card draw and equipment. Slate of Ancestry would be good in your deck.

maxghanizadeh on Chandra's Rifles: Modern Boros Midrange (PRIMER)

3 months ago

A friend of mine is running something very similar. He put in Myth Realized and Chained to the Rocks

Hyperalgialysis on BR Dragons

3 months ago

He isnt wrong(i assume he anyway), about cards that dont have an immediate impact, and cards that aren't great such as Slaughter Games. I won't lie, until much later in the conversation I wad thinking this was more of a kitchen table deck, at which point a lot of these cards would be ok. In an actual competitive modern environment, to succeed you have to do exactly as he says. Your choices are to recreate a modern top 8 list that has already been proven, or to know your local meta so well that you can challenge it with a homebrew. The zoo deck I run has a subtle change of Chained to the Rocks in place of Path to Exile. It usually doesn't impact the game a whole lot, as most of the early turns I am putting out lots of 1 drop creatures anyway, but the times when I have 1 red/white land up for a Lightning Bolt and have chained in my hand, I usually wish that I had the path instead. I mention this because I want to stress the importance of not subbing in lesser cards in place of more expensive versions. With the example I gave I could be using Swords to Plowshares but I know that giving them a chunk of life like that for my strategy would be terrible. I do think that you can play a handful of games in the direction you are going now and win. Like he mentioned, the idea that your deck as is will be able to fight off a large chunk of the field will be unlikely. I do mildly disagree with the idea that you need tons of play sets. If you want your deck to be flexible at least at first till you see where you need to fix stuff, sets of 3 for important cards and 2 for ones you arent sure of would be ok. Now this is a matter of preference, and once the deck is rounded out you will want more play sets than not, but at this stage you can probably squeek by with more 3 ofs, just to get various effects going to see what works best for you. He may or may not agree, and we are all entitled to our opinion. To be fair, most of my actual modern decks do contain play sets, but in standard I tend to run more 3 ofs as the field is more diverse and easy to deal with than modern. I do want to stress also that regardless of anyone's opinion it is your deck, you do what makes you happy. You can play nothing but lands and a single Countryside Crusher if you want, just dont expect to win a lot. I will no longer harp on any of these points and instead try and answer your previous question, in your colors you do have answers. The biggest help is all the discard as the hand hate will remove important pieces they need and make it harder to get going. Aside from that Shattering Spree and Vandalblast come to mind for affinity, and Contaminated Ground really messes with tron, the key being to remove the land they have the fewest copies of. Depending on the tron variant, Expedition Map and Sylvan Scrying should be taken from their hand right away, and write down all the lands they have. Then pick a piece of the urza's they are lacking and enchant it. Small Pox hurts you a little too, but hurts them more if done turn 2 and they have out say a mine and tower. Good luck sir

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