Detention Sphere

Detention Sphere

Enchantment

When Detention Sphere enters the battlefield, you may exile target nonland permanent not named Detention Sphere and all other permanents with the same name as that permanent.

When Detention Sphere leaves the battlefield, return the exiled cards to the battlefield under their owner's control.

Browse Alters View at Gatherer

Trade

Have (3) DudeMan1031 , metalmagic , CompleteWaste
Want (4) Andy05AW , Asfael , JazzCrimes , PawPawBear

Printings View all

Set Rarity
Ravnica Allegiance: Guild Kits (GK2) Rare
Return to Ravnica (RTR) Rare

Combos Browse all

Legality

Format Legality
Pioneer Legal
Modern Legal
Duel Commander Legal
Canadian Highlander Legal
Arena Legal
Block Constructed Legal
Tiny Leaders Legal
Commander / EDH Legal
Magic Duels Legal
Oathbreaker Legal
Unformat Legal
1v1 Commander Legal
Pre-release Legal
Leviathan Legal
Standard Legal
Legacy Legal
Brawl Legal
Casual Legal
Vintage Legal
Highlander Legal

Detention Sphere occurrence in decks from the last year

Commander / EDH:

All decks: 0.05%

Detention Sphere Discussion

Oloro_Magic on Walking the Eternities

1 week ago

It's coming a long nicely, there is still some work to be done though, I'd cut both Kasmina, Enigmatic Mentor and The Wanderer for wrath effects, ideally Supreme Verdict but there are other options such as Settle the Wreckage. Both the aforementioned walkers are very low impact and not particularly relevant ability wise, in other words, they are never going to be cards you are happy about drawing really.

I'm also not sold on a full playset of Quench that feels like it will just come back to hurt you as the game goes into the deeper turns you are more or less designed to dominate in. Instead, while I could see playing a single copy of quench I'd like some form of spot removal: Glass Casket, Declaration in Stone, Seal Away, Stasis Snare, Baffling End, and Detention Sphere all strike me as viable options here.

Finally, the mana needs to be re-worked, yes you are a jeskai deck primarily, but the most important thing you can do turn one in this deck is play Oath of Nissa, as such you want to be able to have access to green mana turn one. Ideally that will take the form of Breeding Pool and Temple Garden but that isn't very budget friendly. Instead, simply adding some basic forests to the deck will go a long way to better equipping the deck to succeed in the long game. With that in mind you may also want to find room for Fabled Passage if you have access to it as some form of mana fixing. Finally I'd cut a plains for a Raugrin Triome, just some additional cover as the game goes on, plus it cycles if you don't need it.

Nicl1015 on Brago the Flicker King

2 weeks ago

Testing out a couple of cards I’ve had my eye on the past few of years. Going to swap out Detention Sphere for Eerie Interlude and see if I like the extra blink/protection. This decision has been a long time coming. After hundreds of games over the past 5~ years of me using Brago, I think I used D Sphere 3 times? I have other modes of removal in the deck, and would prefer a extra means of blink value and protecting Brago from a board wipe. The other change is Lyev Skyknight, a long time pet card of mine, to Soul Herder. Loved Skyknight in RTR block, one of my favorite cards, but I think that having more blinking options would help boost the speed of the deck. The next couple of changes I’ll likely make after I play a few test games with the new cards will be Out: Dissolve Angel of Serenity and In: Disallow Agent of Treachery. These changes will be made at a later date.

Heimdall300 on Alela draft / cc needed!

3 weeks ago

Maybe Cathars' Crusade could be a thing in this deck. I would maybe play Rebuild too in order to replay your stuff, bounce opponents' artifacts. You can cycle it not needed, quite a cool card in my opinion. If it's about tokens, there's a really fun card Storm Herd. Not crazy but really funny. As counterspells I'd play Narset's Reversal and Render Silent. Maybe Perplex which is a bit off topic.Feel like Detention Sphere instead of Darksteel Mutation too.

TriusMalarky on Force of negation/rage

1 month ago

Been thinking about this sort of strategy for a while. Here's what I've come up with:

First, Eternal Scourge. You'll want 12 copies of "cast from exile" creatures.

Second, Serum Powder. You effectively get Companion pre-nerf, but the creatures are slightly worse with the upside the you might start with 9, 10 or even 11 cards in hand. Might be worth mulliganing once or twice to try and get in some matchups.

Third, early game engines are key. While you probably could use Serum Visions, I really recommend that you use Relic of Progenitus and Pyxis of Pandemonium as turn one plays. Relic is good to control other people's GY, and Pyxis will effectively draw you a card every few turns.

Fourth, consider creature cost reduction effects. Marauding Raptor, is probably the best here, but any way to shave a mana or two off the cost is great. This is because your engine is likely based on having effectively immortal creatures while screwing with your opponent using GY hate and exile-based removal.

Fifth, you should be slpashing white. Your deck should be , because Rest in Peace, Path to Exile are great here. You might consider Perilous Vault as a sort of stored wrath effect. Declaration in Stone is actually solid here, as you can exile a couple of your Scourges and get Clues, effectively being a weird 2 mana Paradoxical Outcome. Of course, don't run too many mediocre removal spells. It doesn't help.

Other random tech that might be interesting:

  • Induced Amnesia, while only good when you have a lot of your creatures in hand, can act as a weird Divination.

  • Detention Sphere is fun with Pyxis. If you ever plan on cracking Pyxis for value, you should have Spheres. Of course, you probably don't want to crack Pyxis anyways because your opponent will get all the real value.

  • Some processor effects, like Processor Assault might be valuable here Especially if you have RIP out.

All in all, it's a weird gimmick that has the ability to randomly beat Dredge while generating value in the form of 'you never gonna get rid of my creatures'. If you get enough cost reduction, you can be playing all of your creatures for only , , or or in the case of Scourge. Remember the cost reduction.

Also, Simian Spirit Guide for the theme. And it also helps you power out some of your cost reductions and engine pieces, so it's good. And yes, FoNe is best here. FoRa? Meh, it's like a bad removal spell, which is okay, but not the greatest.

jaymc1130 on Interaction between Gideon and Yorion

2 months ago

Argy

Realistically, your best bet for protecting Gideon from targeted removal is going to be Teferi's Time Twist. In addition to protecting him it has nice synergy with the Ozolith itself. Again, not really a competitively viable play pattern, but certainly the best method to protect Gideon with an instant speed spell in such a deck.

Detention Sphere could be an interesting piece as well as it's flexible in a Yorion deck.

But the best pieces for Yorion to work with are the ones that set up flicker loops easily which can make for lots of mana free Gideon flickers over a sequence of turns such as Felidar Guardian, Charming Prince, and Saheeli Rai (some of which are legal in Pioneer). Saheeli lets you flicker with Yorion on your turn twice (activation and end step), while the Prince nets a flicker on opposing endsteps and your endstep. With both you'd get 2 flickers on your turn and one at the opponent's end step with Ozolith gaining 13 loyalty counters per turn cycle. While this is more competitive than anything else in all likelihood, it's still got some weaknesses in both play pattern and deck construction that can potentially be exploited. As true Copy Cat is banned in Pioneer this is likely the best bet to make a Gideon+Ozolith combo truly function as the individual pieces are easier to sequence (Ozolith on 1, Prince on 2, Saheeli on 3, Gideon in 4, Yorion on 5) though card intensive enough to be inconsistent, especially in an 80 card deck. The upside is that with such pieces many of them play nice with Yorion itself and can provide some nice value while also digging for the combo components with cards like Omen of the Sea and Arcum's Astrolabe (not to mention the Prince itself can scry provided there's another means to flicker Yorion).

maxon on Aminatou and Friends

2 months ago

I've got a Fateshifter brew too, and I like your take with it. Being able to reset your walkers is a huge bonus. I've gotten a lot of use out of Detention Sphere in my build but you may not need it

ninetoe on Allies mill

3 months ago

Edit:

I listed some cards that are not Modern legal in the comment above.

Here's the deck made modern legal:

ninetoe on Allies mill

3 months ago

Hey. Thanks for putting this together. I play-tested it quite a bit and have some recommended improvements:

I dropped all the Stolen Identity because it is slow. You have to pay 6, then cipher it. To get your value out of it, you then have to have a creature connect in combat. I found that the deck works best to simply never attack anyway.

I also dropped all Clones: Clone Legion, Cackling Counterpart, Jwari Shapeshifter. If your gameplan is to hit with Rite of Replication for win, having more clones doesn't really benefit much and those slots can be used to speed up your game or offer defenses for yourself and your creatures.

I found that my creatures were dying too quickly as chump blockers or to red spell damage/black destruction.

For this, I added 2 copies of Steely Resolve. And to protect myself, 4 copies of Ghostly Prison

Ondu Cleric can generate a ton of life for you and buy you the time you need for your combos. Especially when you chump block with him, then use flicker him off and on the field with Ephemerate or Cloudshift. But I wanted Allies that boost the P/T of other allies so I could take out some attackers with my blockers and not have to rely on flicker gimmicks. Enter Adaptive Automaton.

I won't bore you with all of the changes I made and my reasons for each change. Here's the updated 60 card list. I appreciate the deck you posted. It lent me some great inspiration and I hope you enjoy what I've done with it:

PS: Halimar Excavator + Rite of Replication hits for 180 milled cards (assuming there are no other allies present when the combo goes off).

If you are interested in what I've done with the decklist, let me know and I'll be happy to share my reasons for some of the changes.

Cheers!

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