Ghostly Prison


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Planechase Anthology (PCA) Uncommon
Commander 2016 (C16) Uncommon
Conspiracy: Take the Crown (CN2) Uncommon
Planechase 2012 Edition (PC2) Uncommon
MTG: Commander (CMD) Uncommon
Champions of Kamigawa (CHK) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Ghostly Prison


Creatures can't attack you unless their controller pays for each creature he or she controls that's attacking you.

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Recent Decks

Ghostly Prison Discussion

APPLE01DOJ on Stax in modern

16 hours ago

Have you looked at Lantern Control? It's the best "prison" deck of the format.

Otherwise some cards I suggest are Ensnaring Bridge, Ghostly Prison, and As Foretold.

Metachemist on spirit tribal

17 hours ago

With an average CMC of 2.85 I think you're running too many lands. I'd cut it back to 38 by trimming off the Azorius Guildgate Meandering River and Sunscorched Desert respectively.

I'd cut a couple of the Pacifism type cards in favor of Ghostly Prison and Propaganda make him work hard for every single attack he pulls off.

I'll let this one bounce around in my brain and see if I can't work up some other suggestions for you :)

wallisface on Selesnya proto

1 day ago

Ghostly Prison would help you out wonders here, so yeah i’d defo recommend a full 4x of that.

Looking for cheap interaction, i’d advise something like a playset each of Cage of Hands and Beast Within. The cage will give you creature control you can move around (though Journey to Nowhere could be equally viable), Beast Within just deals with so many issues you might face it seems worth - and the 3/3 shouldn’t pose much of a issue... it seems to me though that you need at least 8ish of these kinds of interaction cards just to help bide time.

ruy343 on The Valiant Order

1 day ago

Revision 2: At this point, you're much more cohesive, but still haven't quite reached a strong synergy.

You should probably sideboard your Day of Judgment and Ghostly Prison to use against creature-heavy/tribal decks (like slivers), and for your general day-to-day use, you should use some cheap, targeted removal (a favorite modern-legal card of mine for this is Declaration in Stone, especially against token swarm decks, but you could use Swords to Plowshares). Day of Judgment + Knight Exemplar is strong, but Day of Judgment can sit in your hand if you don't draw the other piece of the combo, and that can suck if you have dudes on the field.

Knight of the White Orchid is begging to be a part of this deck, btw.

You've got a lot of knights coming out, and that's strong, but what you could really use to push in the damage is a card that boosts all your dudes for maximum damage when they charge as a team. Kytheon's Tactics is strong for this, but it's a Sorcery, so Inspired Charge or Sanctified Charge might be the better call.

lagossully on Selesnya proto

1 day ago

@wallisface maybe change angelic accord to something like Ghostly Prison?

Pinkie_Satanas on Grenzo Mono-Red Aggro-Control

1 day ago

Hello ^^ I haven't put my version in tappedout yet, but I'll do it as soon as I can! The changes I tried over your version are minimal for now. I'll list them one by one:

1) in Loyal Apprentice, out Young Pyromancer. The few times I've played pyromancer I haven't been impressed at all, while the apprentice have been an overperformer. Maybe it's a matter of playstyle, but I've come to appreciate haste a lot. I was also considering taking out Thorn of Amethyst so it's probably worth to have pyromancer instead, as cheap token producers are very good in this deck, although I'm still not quite sure if pyromancer scales as well as apprentice as the game goes on; apprentice topthers having haste and flying is huge to push in grenzo triggers.

2) Took off Moggcatcher for Glorybringer. As an standard red player I've been consistently impressed with the dragon. The way I see it, it's a heavy hitter, able to push in damage and get grenzo triggers on late game fast, that sometimes kills stuff. I haven't drawn it yet so I'm gonna consider this a flexible slot, and try some other alternatives over time. Stolen Strategy feels also like a good replacement for moggcatcher, as both are grindy cards.

3) took off Sandstone Oracle for Chandra, Flamecaller. I see why the oracle is here: helps catching up, can't be easily casted with our colorless fast mana, has a nice flying body, and can be quite grindy with Daretti, Scrap Savant or Goblin Welder. However, in my experience it rarely does enough if you are not in a dedicated Daretti deck. 7 mana is a lot and unless you have some player going crazy on the table, the draw etb is not that good if you can't consistently recurr it. The fact that it dies to artifact removal is huge too. Put in Chandra instead cause is 1 mana less, the 0 ability is a very consistent way to get you cards, the tokens she produces have haste and help with grenzo triggers (they are also great sac fodder, and as Spawning Pit has been super good the few times I've play it, I'm super happy to have more psinergy with it), they close games very quickly too. Chandra also is a board wipe in a pinch and very good to have in play when you Jokulhaups. I still haven't got to draw an play the card but as the deck generates lotta tokens to defend her, I feel it's gonna be decent, what do you think?

3) Alternatives to Mishra's Workshop. Put in Temple of the False God cause it felt similar, but it leds to some feel bad moments so I'm considering taking it off. Crystal Vein is always a mana source that can give you a burst when needed, and Scavenger Grounds doesn't ramp you but it's such and easy inclusion to hate on graveyards, something the deck lacks.

General considerations! Man I miss Chaos Warp so much in this deck. It's an answer to Ghostly Prison effects that are very bad for us, walkers that bolt can't hit, indestructible eldrazis, stuff that our damage base removal can't kill... I feel those represent the three things this decks is weaker against: ramp to big creatures strategies, dedicated token strategies (with green) and pillow fort. The last feels less problematic cause generally pillow forts are annoying to everyone on the table so other players are gonna also throw removal at them. But I feel we are kinda hopeless against lotta big dudes cause almost none of our removal can si anything about them and our creatures are to small to trade. Token strategies present a wall of chunk blockers that's hard to attack into, that eventually get very big and ran over you quite easily.

I'm putting cards like glorybringer or chandra in the deck to be able to disrupt those strategies and kill them as quickly as possible. I just wanna as much cards that can act as removal as I can get Xd so I have Mizzium Mortars, Subterranean Tremors and Umezawa's Jitte in my radar. The freaking jitte is in my binder looking at my with puppy eyes asking me to play it, such a great card, does so much! Bolt is the card I'd maybe take off for any of those but I'm still not sure at all. And sorry for the wall of text. I love the deck and I'm putting a lot os thought and work into it :P Tell me what you think. Did you consider any of these cards?

mznbzt on Advertise your COMMANDER deck!

3 days ago

Fort Stax Tax

Commander / EDH* mznbzt


I just wanted to create something different. You'll notice cards missing like Propaganda and Ghostly Prison for that reason. I like tax effects to slow up my opponents and this deck doesn't mind p(l)aying them with the decent ramp package. Also, if any effect starts to become to TAXING, I can feed it to the Auratog .

That being said, I'd like to see what other people think I could do to improve.

lagotripha on

4 days ago

Why tron lands? You could run forests and mana dorks and you'd free up all the star, sphere and search colourless cards. With the extra slots you could play Arbor Elf/Utopia Sprawl/Commune with the Gods/Kruphix's Insight as well as something like Ghostly Prison into Sphere of Safety.

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