Imprisoned in the Moon

Legality

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

Printings View all

Set Rarity
Eldritch Moon (EMN) Rare
Promo Set (000) Rare

Combos Browse all

Imprisoned in the Moon

Enchantment — Aura

Enchant creature, land, or planeswalker

Enchanted permanent is a colorless land with "T: Add ◊ to your mana pool" and loses all other card types and abilities.

Price & Acquistion Set Price Alerts

EMN

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Imprisoned in the Moon Discussion

xaarvaxus on Dragonlord Ojutai

2 days ago

Your list is showing 2 copies of Imprisoned in the Moon .

Blind Obedience will slow your opponents down and let you gain some incidental life. Aura of Silence will tax as well as act as additional removal.

Your deck doesn't have a high CMC so not sure how useful Spell Swindle will be, Mystic Confluence might have greater overall utility for the same mana cost and it won't break the bank to pick up.

I do like the direction this is going in.

ThallionDarkshine on What EDHREC Doesn't Tell You About Muldrotha

1 week ago

Last_Laugh:

Thanks for the suggestions! I'm not completely sold on Bear Umbra , but I see its merits for the deck. I'm a bit worried that it would end up not working when I need it to. I want all my acceleration slots to be able to power out Muldrotha early, but it's more of a way to let you capitalize off of having her in play. I definitely like being able to protect an important card while generating mana, but it might not be for this deck.

I agree with you on Song of the Dryads and Imprisoned in the Moon . They're some of the best answers to pretty much anything, and if removed can be replayed from our graveyard over and over again. I'll definitely be looking for slots for them in the near future.

I agree that Mikaeus, the Unhallowed can do incredibly nutty things in the deck, abusing creatures with etb effects while simultaneously protecting your board. Unfortunately, he's a bit out of my budget atm, but if I ever manage to get my hands on one he'll find his way into the deck, probably replacing one of the weaker reanimation targets.

Last_Laugh on What EDHREC Doesn't Tell You About Muldrotha

1 week ago

Muldrotha is mana hungry, consider Bear Umbra for double your mana + totem armor.

This one is kinda meta dependent but if your meta plays a lot of decks that rely heavily on their commander you should get Imprisoned in the Moon and Song of the Dryads in the deck. Really efficient, really versatile, and against the right target... really oppressive.

Mikaeus, the Unhallowed is also really good here and gives access to a load of combos (some already in the deck like infinite mill with Glen Elendra and Altar of Dementia).

Very similar build to mine, a bit powered down, but definitely more budget friendly. Feel free to check out my list for ideas. Feedback, Upvotes, and/or Ideas on any of my decklists is appreciated. Muldrotha's Madhouse - No Infinite

hkhssweiss on Singleton

2 weeks ago

Skillville

You thought about using Pemmin's Aura before as another way to protect Geist as well as give it evasion and pseudo vigilance? An all-star card that I use in my Tuvasa deck. Also Curiosity and Ophidian Eye are decent cards that can draw you cards and with Sun Titan it can give you recursion value as well. I feel you can cut Open the Vaults for Winds of Rath.

Additional removal spells that are annoying to deal with is Darksteel Mutation as well as Imprisoned in the Moon. Hope that helps!

Njirk on Dragonlord Silumgar

2 weeks ago

Hi there, I'm from the advertise your commander thread.

I used to have a Nin, the Pain Artist deck based on stealing and copying your opponents stuff. I always liked to win using your opponents cards, so its nice to see a deck with a similar theme.

I think your current build has a lot of room for optimization as there are many cards that have strictly or subjectively better counterparts. These are some suggestions for cards I would replace and what with:

I would probably drop the flicker subtheme you currently have because you dont run a lot of creatures and go down a few lands (37 should be fine) in favor of more draw (Rhystic Study & Mystic Remora are nice). Also, one of the good things about black is the access to tutors. By adding tutors you increase the consistency of your deck, as they effectively serve as an extra copy of all the other cards in your deck. Lim-Dul's Vault, Beseech the Queen and Dark Petition are some good relatively cheap ones. (If you want to invest a bit of money in it, Demonic Tutor and Vampiric Tutor are great.)

I hope this helps and good luck with deckbuilding!

PS. Dont forget to comment on the previously posted deck in the 'advertise your commander deck' thread. ;)

hkhssweiss on Tuvasa's way to Enlightenment

2 weeks ago

No problem DarettiFan!

Same for me as well English is my third language. Basically what Equipoise does is that it phases out (as you said a single player) their land, artifact, and creature who has more than you. The card is an equalizer and used mainly for people who had better starts than you. A fun tech card, plus you can choose a different opponent each turn.

Just remembered some other budget cards that can help:

Another one I would highly recommend although it might not be within budget, but would definitely be helpful is Wargate one of the best cards in the bant color.

pareidoliac on Azami's Tap Dance Studio - EDH

3 weeks ago

Observations from the first round of playtesting:

  1. So much of the deck is so bad without Azami that playing her on time and protecting her for a turn or two is paramount. The ramp in the deck felt insufficient, and the early game was rocky every single time.

  2. The no-maximum-hand-size cards were more difficult to find than expected. Once Azami, Lady of Scrolls has been out for about two turns, they become very necessary and not having one can be really rough.

  3. The tap/untap creatures felt crippling, since none of them offer any value on the turn they enter the battlefield. A lot of times, they got played, and either boardwiped or bounced before they could start accumulating value.

  4. Holding up mana for countermagic still felt like a huge burden. There weren't enough things to do at instant speed to make the deck function smoothly.

  5. On-board removal was sorely missed. Bounce-and-counter was the original plan, but the bounce creatures slowly got phased out of the deck. We need a few spells like Rapid Hybridization, Reality Shift, or Imprisoned in the Moon.

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