Imprisoned in the Moon

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.

Browse Alters View at Gatherer

Trade

Have (2) Mortiferus_Rosa , metalmagic
Want (2) enbyteegee , Suicune

Printings View all

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

Combos Browse all

Legality

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

Imprisoned in the Moon occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

Blue: 0.31%

GWU (Bant): 0.55%

Imprisoned in the Moon Discussion

Last_Laugh on Muldrotha midrange

16 hours ago

Crystal Vein ramps in one turn with Muldrotha out.

Cephalid Coliseum is an excellent draw engine here.

Command Beacon allows you to avoid commander tax on Muldrotha so you never pay more than .

Song of the Dryads and Imprisoned in the Moon are 2 of your best pieces of versatile spot removal in Muldrotha. They're also a mean way to shut off decks that're reliant on their Commander.

Feel free to check out my list for inspiration. It's one of the top rated Muldrotha lists on this site with plenty of comments to sift through for more ideas. Upvotes on any of my decks are appreciated. Muldrotha's Madhouse - No Infinite

rdean14 on Card creation challenge

1 day ago

Tamiyo's Memorial

Legendary Artifact

At the beginning of each upkeep, that player draws a card.

If you would draw a card, you may scry 1, and put an inquiry counter on Tamiyo's Memorial.

At the beginning of your endstep, if Tamiyo's Memorial has at least 10


Darrowyn, Sire of Griselbrand

Legendary Creature - Demon God

Flying, Trample, Lifelink

Pay 2 life: Draw a card.

At the beginning of your upkeep, you may search your library for an Eldrazi card, reveal it, and put it into your hand. If you do not put an Eldrazi card into your hand this way, exile Darrowyn, Sire of Griselbrand.

6/6


I wanted a card which connected to both Emrakul, the Promised End & Imprisoned in the Moon, as well as the original trilogy. I love how this works like the Helvault, flavorfully.


Green & Black left. I think the Black one shouldn't make a black demon god, so that one should be something different.

Azeworai on Animar Elemental Tribal

1 week ago

Okay, so I am quite fond of brews that are delectation to pilot, but I am beholden to recommend some changes.

Now, Panharmonicon is a fantastic card, but there are only eleven ways to trigger the thing in this deck. Two of those are Draining Whelk and Grave Sifter, so, whilst they may have their moments, they seem lacking for doubling _ETB_s. This is my same opinion for Conjurer's Closet; what value is blinking something? Flameshadow Conjuring is in the same boat. These all become useless far too quickly, save for maybe Risen Reef shenanigans. Bramble Sovereign somewhat falls under the same folly, but I don't believe it to be as narrow.

Another thing to consider is the mana costs of cards. The majority of your curve is at three, which is probably when you would want to cast your commander. Ramp at two mana is far more ideal, as athwart to Keyrunes and Cluestones. I'd cut Temur Banner, Harrow, Gruul Keyrune for Talisman of Curiosity, Talisman of Impulse, and Rampant Growth. Wayfarer's Bauble is also of note. Llanowar Elves, Fyndhorn Elves, and Elvish Mystic each can draw cards off of some of your effects late-game whilst being incredibly effective early.

Pillar of Origins is a fine card, but it only produces mana for elemental, being twenty cards in your deck and the commander. This leaves seven lands with activated abilities and forty-two nonland, non-elemental cards that cannot be used with the Pillar. I would just use Talisman of Creativity.

Seeing as that you have ramp in the command zone, doubling down on card draw seems important. Guardian Project, Beast Whisperer, Garruk, Caller of Beasts, Primordial Sage, and Vanquisher's Banner can draw off of each creature. Kindred Discovery is an especially potent one. Shamanic Revelation and Collective Unconscious each can refill the hand well, but Tishana, Voice of Thunder may just be the best form of this effect.

I would perhaps include more elementals and/or more creature tutors. Perhaps specific creatures for situations, such as Collector Ouphe and Reclamation Sage.

If budget so allows, Thassa, God of the Sea, Rhystic Study, Sylvan Library, and Cyclonic Rift are as good as they are played.

Specific to your deck, Vivien, Champion of the Wilds just seems lovely.

Seeing the decklist, it seems to have a sparse amount of interaction. Reality Shift, Incubation / Incongruity, Imprisoned in the Moon, Song of the Dryads, Lignify, Pongify, and Rapid Hybridization are some to consider. Kenrith's Transformation even replaces itself.

I run Decimate in every deck I can. It is absolutely amazing and has literally never been lacking.

Some counter magic is always great; Supreme Will, Counterspell, and Forbid are some favourites of mine.

That shall be all from me!

I do have a couple of tribal decks along the same route as this if you so wish to peer upon them: Eladamri, Leader of Skyshroud The River Anew

Good luck and happy casting.

Last_Laugh on muldrotha

2 weeks ago

Intuition and Survival of the Fittest are both excellent tutors here. Song of the Dryads and Imprisoned in the Moon are 2 of your most versatile (and potentially reusable) pieces of removal here.

Feel free to check out my list for ideas. Upvotes on any of my decks are appreciated. Muldrotha's Madhouse - No Infinite

kamarupa on The Empire Strikes Back: $40 Budget Build

2 weeks ago

I suggest going with Renowned Weaponsmith over Etherium Sculptor. Even though it's not an artifact, it's 1/3 body and double mana will make getting your combo pieces down easier.

Whir of Invention might be worth considering, too. And just maybe consider Blast Zone.

Personally, I prefer removal to counterspell - I suggest making room in the sideboard for something like Pongify, Turn to Frog, Imprisoned in the Moon, Polymorphist's Jest, Reality Shift, etc.

Blehcado on Google Chrome

2 weeks ago

Thanks Oblong for the tip with Ashiok's Erasure, I've got a Devious Cover-Up floating around that I can replace it with. Imprisoned in the Moon does work really well with the deck, so I'll see if I can get my hands on one. I'll be doing a bit of research on madness cards too, thanks for the advice!

Oblong on Google Chrome

2 weeks ago

Just a few things I noticed. Ashiok's Erasure isn't that great in commander as you only get one copy of each card and in order for it to be a Commander lock, the owner of the commander would need to allow their commander to be exiled. Consider putting in Devious Cover-Up instead because you'll have some cards in your grave that you've discarded with Chromium that you'll be able to shuffle back into your deck. If you really want to lock down a commander, consider Imprisoned in the Moon as a replacement also.

Loving the synergy with Brought Back and Chromium. More of that! you could also try leaning into the discard outlet. Lots of good Madness in black.

Pray_for_Snow on Uro Commander

3 weeks ago

I'm going to sort my recommendations by type for now since the deck is still below 100 cards; once we get to a full deck list, I'll come back and suggest some upgrades if you still want some help.

Artifacts

The Great Henge is very easy to cast once you have Uro on the board, and continues to draw you cards/gain life for you as play more creatures.

Sol Ring is a classic card in every commander deck, unless your playgroup bans it.

Simic Signet is a cheap mana rock that helps you use any colorless lands you have to make some colored mana.

Arcane Signet gives you cheap mana in either of your colors.

Thought Vessel for the increased maximum hand size; you'll probably end up with more than seven cards in hand if you can use Uro more than once in a single turn.

Altar of Dementia for milling out yourself or your opponent. You can use the stack to sacrifice Uro if you cast him from the command zone.

Panharmonicon will double your Uro triggers when it enters the battlefield, plus a few of your other creatures or artifacts like Springbloom Druid.

Crystal Shard will let you re-use your enter-the-battlefield triggers on your creatures

Blackblade Reforged will help you deal lethal damage once you get your ramping done.

Lightning Greaves protects Uro or other creatures you want to keep around while also hasting them.

Creatures

Sakura-Tribe Elder will ramp you and end up in your graveyard at the same time.

Arbor Elf will untap a land you need instead of adding {G}, which is better if you're playing with nonbasic Forest cards.

Wood Elves gets you a Forest from your library, and can even get a non-basic one. You can use it to chump-block someone later on as well to add another card to your graveyard.

Llanowar Elves and Elvish Mystic are the same card but still useful to help ramp.

Birds of Paradise is a classic commander card and can help you block flying creatures when you don't need it anymore.

Hedron Crab mills as you ramp, and you can choose to mill yourself if you're trying to win that way.

Satyr Wayfinder mills you while also grabbing a land card to put into your hand.

Eternal Witness brings back a card you want from your graveyard.

Golgari Grave-Troll will help mill you while also being a rather tough blocker/beater thanks to its regenerate ability.

World Shaper will mill you and also get back lands you milled when it dies.

Laboratory Maniac will secure you a win if you're milling yourself enough.

Misthollow Griffin can be cast from exile, allowing you to use it to cast Uro with escape repeatedly, and it will even block flying creatures for you.

Genesis helps you recycle creatures as long as it stays in the graveyard.

Tatyova, Benthic Druid makes your ramp spells (and Uro) better.

Rampaging Baloths gives you tokens for land drops, helpful for trying to close a game with combat damage.

Roil Elemental steals creatures as you play lands.

Reclamation Sage hits dangerous artifacts/enchantments you don't want around.

Enchantments

Bear Umbra protects a key creature while also untapping all your lands.

Song of the Dryads and Imprisoned in the Moon are both excellent at removing a dangerous threat.

Zendikar Resurgent is excellent for this deck for the extra mana and the card draw.

Elemental Bond will draw you cards for your big creatures.

Crop Sigil will mill you when you want to mill, and get back something important.

Retreat to Coralhelm helps you scry cards or tap/untap creatures for playing lands. If you have a way to mill exactly one card, you can mill your top card after scrying it if you want it in your graveyard.

Wilderness Reclamation untaps your lands for later use, especially useful if you want to leave mana untapped during your opponents' turns.

Instants and Sorceries

Cyclonic Rift is your best board wipe.

Beast Within is your best single-target removal.

Counterspell, Swan Song, and Negate are good counterspells to leave open.

Voidslime is great and is a very useful and board tool for stopping combos.

Life from the Loam gets back lands from your graveyard, and mills you with Dredge.

Windfall hopefully refills your hand and can disrupt your opponents.

Cultivate and Kodama's Reach ramp you. So does Circuitous Route.

Finale of Devastation is a win condition, tutor, and reanimation spell all in one.

Lands

Alchemist's Refuge gives you flash on all your spells.

Reliquary Tower fixes any issues you might have with drawing too many cards at once.

Field of the Dead gives you tokens to block with, and is extremely easy to activate in this deck.

Arch of Orazca draws you cards with extra mana.

Blighted Woodland ramps you up.

Command Tower is a staple for a reason. The reason is that it is good. Play it.

Breeding Pool helps fix your mana and is a Forest card for your ramp spells.

Simic Growth Chamber fixes your mana and bounces back a land for any Landfall triggers you might want to reuse.

Flooded Grove fixes your mana.

Waterlogged Grove fixes mana, draws you a card, and ends up in the graveyard when you don't need it anymore.

Simic Guildgate is a gate that can be fetched out with Circuitous Route.

I left out some big money cards, since those can be upgrades for later. I didn't check if these additions would put you over 100 cards, but you can throw in anything else afterwards and just try out whatever seems fun.

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