Prison Term

Prison Term

Enchantment — Aura

Enchant creature

Enchanted creature can't attack or block and its activated abilities can't be played.

Whenever a creature enters the battlefield under an opponent's control, you may attach Prison Term to that creature.

Browse Alters View at Gatherer

Printings View all

Set Rarity
MTG: Commander (CMD) Uncommon
Planechase (HOP) Uncommon
Shadowmoor (SHM) Uncommon

Combos Browse all

Legality

Format Legality
Block Constructed Legal
Duel Commander Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Oathbreaker Legal
Modern Legal
2019-10-04 Legal
Unformat Legal
Magic Duels Legal
Noble Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Prison Term occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Prison Term Discussion

ScuvyJones on Budget Uril Voltron

3 months ago

Heliogable Thanks for your feedback! I completely agree with your additions. Prison Term is a cool card I hadn't heard of, and it seems like it would be great!

I think it really just comes down to keeping it budget, I would only be able to add maybe 1 or 2 suggestions. Hopefully, I open some good stuff in packs at FNM.

Thanks again!

Heliogabale on Budget Uril Voltron

3 months ago

Cool deck, I like a good Voltron and appreciate the budget effort.

Here are some suggestions, some from your Maybe and some new. I hope they work with the cost limitations:

OUT : Decimate (needs 4 targets to be cast), Trapped in the Tower (too restrictive), Heliod's Pilgrim (single trigger), Faith's Reward (Situational) and Indestructibility (too high cmc for effect), Hunter's Insight (Single use)

IN : Prison Term, Ancestral Mask, Setessan Champion, Frontier Siege, Shielded by Faith, Rhythm of the Wild

Cheers,

DespairFaction on Boros Aurelia

4 months ago

Oh I see. So without completely rebuilding the deck a few things that will help, but not completely solve the problem. I would imagine that Blood Moon should be pretty good for zur. Maybe adding Leonin Arbiter and Stranglehold since both of those decks rely on tutoring pretty heavily. As far the recruiters, they are ok but without a ton of fast mana I can see the world where you are getting your hatebears a turn too late. The other thing you can do is look at loading up on cheap removal. Darksteel Mutation and Prison Term are cards that they ahve to answer before they can do their thing. So for that match up i would side out a few of your least effective creatures and up the removal. You have to keep their commanders out of play until you can stranglehold or something like that. Another fun card that is unbelievably nasty is Helm of Possession although it might be a touch slow without more fast mana. But as soon as you can get to 6 you just steal their commander before it does the thing. It has won me games. But yeah main point is you gotta keep their commander out of play, and you need to be fast and efficient, and that will be difficult without reworking the deck since both of those decks are built for speed and consistency so you really are getting into Cedh territory right there.

Azeworai on Syr Gwyn, Hero of Ashvale

5 months ago

As for cordialities, welcome to the format! First decks are always a crucible, so I shall do what I can to aid.

I will abstain from mana-base suggestions, for I don't know the deck's potential budget.

I don't have an equipment deck myself, so I shall do my best. Seeing the commander, rather than a single creature being stacked with everything on it, Syr Gwyn seems to prefer many creatures, perhaps endighted by a single equipment.

Lightning Greaves and Swiftfoot Boots are both phenomenal.

There are some cards I am unsure of.

Masterwork of Ingenuity is dependent on there being equipment on the field, so you may prefer something such as Sculpting Steel.

A card I run in my black decks is Painful Truths, which is fantastic for fastly paced decks.

Having a package of cards for each tutor is always a great plan. Seeing as that you run Open the Armory, granting the tutor utility outside of just equipment seems wise. Darksteel Mutation and Prison Term are favourites of mine, so now the tutor can be a kill spell.

Auriok Steelshaper seems like a given, and Blacklance Paragon is a fine trick. Gideon, Ally of Zendikar propels your militia of knights whilst being a lovely threat after a wrath resolves.

Now, Haakon, Stromgald Scourge is a splendid engine for the deck to have, but this means a graveyard sub-theme would be relevant. Faithless Looting may aid in card draw; Cathartic Reunion fills a same role; Entomb, Dread Return and Unburial Rites are similar to find with entomb; Buried Alive finds Haakon and some fuel for it; Cavalier of Night and Cavalier of Flame may suffice; Corpse Knight is prolific in its affliction; Dauntless Bodyguard has utility for cheap; Hero of Bladehold just gets scary far too quickly, as does Hero of Oxid Ridge; Midnight Reaper is fantastic; Marton Stromgald is selcouth to most and absolutely destructive; and Khorvath Brightflame could be quite the finisher; Worthy Knight can swarm quickly; and Ashenmoor Liege bestows power across the board.

Skullclamp and Grafted Wargear could be a fun package to run. Equip Skullclamp, then Grafted Wargear to the same creature. Attach the Wargear to another creature, the other one will die and you draw two cards, all for one mana.

For the bromidic staples; Swords to Plowshares, Path to Exile, and Despark are all great.

For an aggressive deck, as I'd assume this to be, Tymna the Weaver can draw cards abound. Alesha, Who Smiles at Death, who may not be a knight, is quite the reanimation engine. Buried Ruin to get back equipment could be a worthy inclusion.

As for your decklist, the only cards I would consider ablating are Order of Midnight, Vona, Butcher of Magan, Heirloom Blade, and Helm of the Host. Of these, Order of Midnight has the most utility. It brings something back, then can become an evasive threat to put some junk onto. Heirloom Blade just seems far too slow. Sorin, Vengeful Bloodlord is interesting. I'm not too big of a fan, but the lifelink seems relevant. Vona, Butcher of Magan doesn't actually do all of that much. She gives a deck that is attempting to swarm, equip, and maybe reanimate another hole to jump down. Now, Utter End is (in my humble opinion) an overplayed card. It's four mana to kill something Four. Sure, it's an instant, but it's four mana. I prefer Vindicate

That shall be all from me. My condolences if this sounded blunt, but I had a lot to say and I attempted to be as laconic as possible.

May fortune be with you!

griffstick on The Rage of Achilles | Haktos EDH

6 months ago

Suns_Champion, it's perfect. I think that there really is no other way to build this. I think you went a tad bit to light in removal. Mostly because of cards like Ghostly Prison , Prison Term , Pramikon, Sky Rampart and other cards that can keep you from attacking. Maybe add 4 more removal cards. Like Cleansing Nova to get all the artifacts and enchantments stopping you. Maybe add Chaos Warp , maybe add Smoke since you will only be attacking with one creature anyway. Maybe add Silent Arbiter , maybe add Abrade , maybe add Crush Contraband

TypicalTimmy on LGS has a Problem Player...what ...

6 months ago

Build a Selesnya deck and run things such as Darksteel Mutation , Lignify and Song of the Dryads . If you want to make it Bant instead and have counterspells, you now have access to Imprisoned in the Moon . There is also Humility , Overwhelming Splendor , Kasmina's Transmutation and Kenrith's Transformation .

Then, so it isn't killed when turned into a blocker, you have Pacifism , Cage of Hands , Prison Term , Arachnus Web , Arrest , and like just a whole slew of them in blue.

Basically you're going about the deck in the wrong way. Stop trying to "kill" him and start trying to "out pace" him.

You can also prevent him from even gaining life; Leyline of Punishment , Erebos, God of the Dead , Stigma Lasher , Forsaken Wastes , Everlasting Torment , Witch Hunt , Havoc Festival , Rampaging Ferocidon , and Archfiend of Despair .

You're going to want solid enchantment removal. For those, you have; Tranquil Path , Back to Nature , Paraselene , Bane of Progress , Primeval Light , Tranquility , Rampage of the Clans , Fracturing Gust , Austere Command , Tempest of Light and Merciless Eviction .

I'd highly recommend you go Bant and just ignore the Rakdos options I have given you, but those are there in the event you want some extra possibilities.

So you have two things here; Prisons & Mass Removal. They are working against each other, so you want something that protects your own boardstate; Teferi's Protection , Avacyn, Angel of Hope , Darksteel Forge + Mycosynth Lattice , Starfield of Nyx + Eldrazi Monument , Soul of New Phyrexia , Heroic Intervention , etc.

Run someone like Tuvasa the Sunlit , Jenara, Asura of War , Arcades, the Strategist or even Rubinia Soulsinger .

I'd recommend you run all of them, actually. Put Tuvasa as your Commander so you always have access to card draw. He basically turns your first enchantment each turn into a cantrip (Trading 1 card for 1 card).

Tzefick on Powerless

7 months ago

I think it's problematic that the effect is static and can effectively halt a large number of planeswalkers, who will never increase in loyalty, and it's on an enchantment, which is hard to remove for many colors.

It would seem more fair if it was an enchantment that functions like a one-time Prison Term and can be attached to a singular target.

Something like


Powerless

Enchantment

Whenever a planeswalker would enter the battlefield under an opponent's control, you may have Powerless become an enchantment - aura with "Enchant planeswalker" and attach it to that planeswalker as it enters the battlefield.

If one or more loyalty counters would be placed on enchanted planeswalker, that many minus one are placed on it instead.


The wording might be a little off on the entry-attachment, as I don't know if it could feasibly attach before the planeswalker is actually on the battlefield and thus cannot reduce the amount placed on them initially - if not then have it remove a loyalty counter as it attaches to that planeswalker - as planeswalker abilities are sorcery speed, there's no real difference. The second paragraph can stand as it is, completely irrelevant until it becomes an aura, similar to how the bestow creatures from Theros was worded.

The general idea is that the controller chooses when the enchantment saps onto a planeswalker and it gimps that planeswalker alone instead of an entire player. The opponent can cast another copy to get rid of the gimped original or they can cast other planeswalkers that wont get gimped (by that same enchantment).

If you want to spice it up, add Flash to the card and it becomes a counter measure rather than a hose-on-a-stick.

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