Claustrophobia

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Claustrophobia

Enchantment — Aura

Enchant creature

When Claustrophobia enters the battlefield, tap enchanted creature.

Enchanted creature doesn't untap during its controller's untap step.

Argy on The Pioneer Blues

2 years ago

After extensive practicing, Claustrophobia is back in, and Singing Bell Strike is back out.

In games that go long, it's important for the opponent not to be able untap the creature which is being locked down.

I've had games go up to 20 turns, before I can win. Especially if the other deck I'm playing against is Aggro.

Claustrophobia has the added bonus that it isn't an Instant or Sorcery, so something like Mausoleum Wanderer doesn't work against it.

Mono Red decks also have trouble dealing with it.

I like it. It really suits the way I play.

Argy on The Pioneer Blues

2 years ago

I don't see how the Pioneer gauntlet I set up is subpar. I upgrade it from time to time with the current top tier meta decks.

I did that recently, and posted about it in the Pioneer forum on this site.

I see you agree with me that play tests aren't the be all and end all. As I said above, they are really only useful to see if an idea works for a deck, or to test a new card in the build.

I can't remember if I've told many people on this site, "My deck can beat yours easily". Maybe once or twice, in seven years, and only if they were being a jerk to somebody else.

As for doing a couple of play throughs against another deck, if you read what I wrote above, I do a minimum of five matches between two decks, when play testing.

That means I play an opponent's deck between 10 and 15 times. I get to know them quite well.

If I'm unsure how a meta deck is supposed to work, I look it up on YouTube.

I play test every time I have a moment to myself. Around five hours each day.

This is when I am building a new deck. Once I am happy with a deck I just do a bit of practice each day, to keep in mind how to pilot my deck against others in my local meta.

I know exactly how those decks work, because I have played against them irl.

I will also play test against other random decks on this site. Which is a terrific resource.


I think we have strayed off discussing my build, here.

I have some initial results with Singing Bell Strike

It has proven excellent to get that card out for 2MV, as opposed to Claustrophobia's 3MV.

There has been one deck where Claustrophobia would have been better, because it makes the games go longer, and can easily scrape together the to untap from Singing Bell Strike

It then just left that large creature up as a blocker.

However, my Sideboard plan against that deck is to swap the tapchanment for Reality Shift so I don't see that as a deal breaker.

Playing against Aggro decks is where Singing Bell Strike has really shone. They just don't have the mana to untap from it. Or if they do, they would rather spend it on other things.

Argy on The Pioneer Blues

2 years ago

TriusMalarky what I do every now and then is check to see whether there is a card I like better than one I already using, and Singing Bell Strike was the only one I thought could really work.

It was very popular at my LGS, when it was in Standard.

As with deciding whether or not to use Disallow or Negate , for example, it's very much dependent on the situation I use the cards for.

In this deck I have gone with Negate and Test of Talents in my Sideboard, because I specifically want ways to protect my field.

I will have a play around with Singing Bell Strike to see if I like it better, but Claustrophobia has suited what I want to do - disable an opponent creature, in order to get lethal damage through.


My decks are often very geared towards my local meta, which means that some cards that wouldn't work for others, work for me.

I do appreciate all the thought you are putting into this deck.

Argy on The Pioneer Blues

2 years ago

I can't run less than three Shadowspear as it is a game winner, and sometimes I don't even see it in hand, with only three copies.

Padeem, Consul of Innovation is my only source of draw, and is the first target for removal, so four copies of that is necessary. I very much want to see it in hand.

I've played a version of this deck in tournaments many times over the years, since Magic Origins, and Claustrophobia is far more competitive than you might expect. Don't forget that Banishing Light is run in many competitive builds, and is also 3MV.

As stated in my notes, I will swap it for Reality Shift in game 2 and 3, if I need to.

I have a different philosophy regarding Legendary cards, to a lot of other players.

They don't like seeing one in hand, if they have one on the field.

I personally don't mind. If it's a card that helps me win games I'd rather see two during a game, than none.


Thanks for the input.

ChickenBoy13 on Card creation challenge

3 years ago

Sylphix, Queen of Ice 3 B

Legendary Creature - Elemental Noble

First Strike

Whenever ~ deals damage to a creature, tap that creature. That creature doesn't untap for as long as it has an ice counter on it. Put an ice counter on that creature.

At the beginning of your upkeep, draw a card for each opponent who controls a tapped creature. Then draw a card for each opponent who controls a creature with an ice counter.

2/6

--

Make a Claustrophobia-effect card for this icy queen.

Master_Keeby on Card creation challenge

3 years ago

Nyxworker Myr

Artifact Creature - Myr

Metalcraft - Enchantment spells you cast cost less to cast as long as you control three or more artifacts.

Constellation - Whenever an enchantment enters the battlefield under your control, you may search your library for an artifact card and put it into your hand.

2/3


Create a commander that likes Claustrophobia-like effects.

TheVectornaut on Blue Green Something

3 years ago

I love taking a pile of cards and seeing what you can turn it into! I don't know which cards you have or what budget you have for acquiring new ones, but I'll list some cheap suggestions I have for a variety of archetypes you could pursue.

1) Simic ramp: Already goes well with Air Elemental, Archetype of Endurance, Oakgnarl Warrior, Overgrown Battlement, Yavimaya Wurm, Simic Keyrune. Some inclusions might be Llanowar Elves, Axebane Guardian, Coiling Oracle, Maraleaf Pixie, Beanstalk Giant, Terra Stomper, Lorthos, the Tidemaker. The goal is to accelerate into big threats.

2) U/G unblockable: Already goes well with Marang River Prowler, Downpour, Giant Growth, Might of the Masses, Aqueous Form, Coastal Piracy, Turntimber Grove. Some inclusions might be Curious Obsession, Daring Saboteur, Mist-Syndicate Naga, Ohran Viper, Trygon Predator, Distortion Strike. The goal is to get value from hitting with unblocked creatures.

3) U/G tempo/control: Already goes well with Breaching Hippocamp, Cloaked Siren, Mist Raven, Fog, Negate, Unsummon, Voyage's End, Claustrophobia. Some inclusions might be Vapor Snag, Dissolve, Mana Leak, AEtherling, Delver of Secrets  Flip, Devastation Tide. The goal is to deny the opponent their things while playing tricky threats of your own.

I also see cards in here that could work with mono green Assault Formation, simic +1/+1 synergy, or flying tribal, so you have a lot of options. As a sidenote, I'd also recommend upping your land count to about 24 while you have so many 5+ cost cards in the deck. Anyway, good luck!

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