Conjurer's Ban


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

Printings View all

Set Rarity
Guildpact (GPT) Uncommon

Combos Browse all

Related Questions

Conjurer's Ban


Name a card. Until your next turn, the named card can't be played.

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Recent Decks

Conjurer's Ban Discussion

chosenone124 on Conjurer's Ban in multiplayer

2 months ago

I'm playing some EDH, and one of my opponents is going to kill me next turn. So I cast Conjurer's Ban and name one of their basic lands. When I lose, does the ban remain in effect forever?

Darkaxel1990 on Guild Commander - Orzhov

1 year ago

This is the first deck in version 2.0. I first removed from the generic pool of guild cards the worst in a multiplayer environment: Dutiful Thrull, Mourning Thrull, Syndicate Enforcer, Blind Hunter, Beckon Apparition, Cry of Contrition, Conjurer's Ban, Purge the Profane, Shadow Lance, Gift of Orzhova and Moratorium Stone were simply too weak; Sin Collector and Castigate are great in 1v1, but not very much here. And I'm still dubious about Alms Beast. Then I tryed to improve the deck adding Droning Bureaucrats, Loxodon Gatekeeper, Sandsower, Spelltithe Enforcer, Ghosts of the Innocent Faith's Fetters and Sphere of Safety to slow down the opponents and take time to build a stable board so is possible to take advantage of all the life drain the deck offer. Then Moonlight Bargain and Underworld Connections for card draw, and finally some bombs: Skeletal Vampire, Angel of Serenity, Luminate Primordial, Sepulchral Primordial and Grave Betrayal. The deck now perform as a strong wall against enemies, stopping them while slowly draining their life.

nickiru on Competitive land destruction

2 years ago

I also am very attracted to cards like Squelch and Shadow of Doubt because they alternatively destroy lands (by canceling a fetch.) Any alternatives like, preventing playing of a land or anything I haven't conceived of yet are great. Also 2 mana and down is optimum cause turn 2 land destruction is what makes the archetype competitive.

things like:

Conjurer's Ban

Pithing Needle

and too bad its not 2 mana Moonhold


Squelch is optimum cause it draws me a card. Brutal card advantage when it cancels a fetch. And it is never worthless right? activated abilities covers a lot of crap.

things like that.

nickiru on The Ultimate Land Decimator!

2 years ago

Conjurer's Ban

Mind Spring


Act on Impulse is pretty cool cause it is basically draw 3 cards for 3 mana.

dooblydor on Castigation

2 years ago

first of all, LeaPlath wtf...

second, cut Temple of Silence. scrylands in general are just too slow, and with bfz's mulligan rule they're not even necessary. add in more basics for the temples.

third, cut Conjurer's Ban. sorcery speed is really slowing it down, and you might not know what your opponents will cast. replace it with Silence.

lastly, cut Executioner's Swing. it's only to creatures that dealt damage, and can easily be replaced by Dismember.

hope this helps!