Sensory Deprivation


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic 2014 (M14)
Innistrad (ISD) Common

Combos Browse all

Sensory Deprivation

Enchantment — Aura

Enchant creature

Enchanted creature gets -3/-0.

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Sensory Deprivation Discussion

Samuel-Frederick on Simic Counters

1 year ago

So just look at how these guys all interact with each other, Zameck Guildmage, Strangleroot Geist, Vorapede, Experiment One, Fathom Mage, Avatar of the Resolute, Plaxcaster Frogling etc, and something like Bioshift is nice for protecting guys (or taking all of a dead guys stuff) at instant speed. They are tough guys, and surprisingly resilient as well. Basically what I'm saying is, don't get too stuck on something, enjoy the creatures you have access to and they may surprise you.

I wouldn't worry too much about your draw power. I know you feel you need Hardened Scales on the field straight away, but you don't. If you have it in your opening hand that's great, get it on the field. Just think about why you want it straight away, it's to make the deck faster and apply pressure quickly, so as soon as you start digging for it, you lose all that pressure anyway. So let the deck create and apply pressure without it, and instead of thinking of the Scales as essential for it to work, think of them as something that lets you take the pressure up a gear. If you want a run a couple of draw spells then Urban Evolution is good fun, not the greatest, but fitting and has a certain charm to it.

So for now let's assume you hate my idea of running more creatures and loosening the control element of the deck. If you want to control, the key is to do it very quickly. You want one mana cards that can slow your opponent down, things such as Rush of Ice, Clutch of Currents, and Sensory Deprivation. They are controlling the battlefield long term, but they are keeping you alive until you have your counter mana up and creatures on the board to stabilise with. Bounce isn't as good as removal of course, but it's awesome when you bounce a lot, such as with Devastation Tide, AEtherize, AEtherspouts etc.

So there are a few ideas for you to think about to start with, hopefully some of it helps!

Samuel-Frederick on $10 Mono Blue Control Ultra Budget

1 year ago

Hey Dr.Woodenstein, just a few ideas I'm going to throw your way.

Firstly, you're running 64 cards, and this really wants to be 60. I assume it's just an oversight, which is easily done, so I won't bore you with why you should only be running 60 lol.

Anyway. The deck is really slow of the ground. Now this is fine when playing against mid-range and control of course, but aggro will run straight through it. To fix the issue, simply run some one and two mana answers to those pesky problems that are aggressive creatures. You just need to slow them down for long enough to get into the mid game, and then it's all yours. So, how about some enchantments? Sensory Deprivation, or Spontaneous Mutation (worse in the early game, but lets you leave counter mana open). -3 may not seem all that exciting, but it is. It stops or hugely hinders any early game creature for only one mana, it keeps you alive from the first turn. Same with the two mana cards of Pin to the Earth, Tightening Coils, or Aether Meltdown if you want to play instant speed for counter magic. You also have Ice Cage, Spectral Prison, and Narcolepsy. Dealing fast with annoying creatures.

You don't have to use enchantments of course. Now you are running disperse, which I appreciate is instant speed and deals with more than just creatures. But think about Clutch of Currents, and Rush of Ice. They are one mana, which is so important, and in the mid game give you blockers and win conditions.

Then let us look at creatures. I'm a lover of the two mana value creatures that are available to control, such as the younger siblings of Snapcaster Mage; Augur of Bolas, and Omenspeaker. Nice blockers, and give you a guaranteed bonus. Or the younger sibling of Solemn Simulacrum, Filigree Familiar. Now for win cons, you're running five, both the Sphinx and Aetherling. They are taking up a lot of room. These creatures are hard to deal with for an opponent before you take into account the amount of counters you're running. Personally, I'd be happy with only running two. Choose your favourite and run two of it. The reason I don't want five is that they are all competing for the same role, high mana win condition. If you want to run more creatures then add in creatures that do a job but in a different mana slot, such as Dungeon Geists, cheap, flying, removal, and in an uncompleted slot.

Samuel-Frederick on

1 year ago

Hey there, straight away, for me, the deck is missing a little focus. It's mostly control, but has some slightly more aggressive cards as well. Also when you run counter spells, as a rule, you want a deck that allows you to keep your mana open so you can react, but your deck requires you to tap out a lot. Here are a few idea for you;

When looking at the creatures, I'd cut them right down. I think there are a lot of creatures there that aren't adding a lot to the deck, especially if you want to have a control feel. Thing in the Ice doesn't fit with the spirit feel lol, but it's awesome so I can see why you'd want to run it, but it is also stronger if you ran fewer creatures. Also, you want to run the full four Thing in the Ices, unless it's because they aren't cheap and you only have two of course. If you can hunt a couple more down though then definitely put them in, so you can drop it early.

For me, the creatures you want are ones that help you control the battle field. Dungeon Geists is very effective, he can apply pressure, and he's super cheap. I also like Fogwalker. 3 toughness lets him block quite well against aggro, and when he comes in he keeps something tapped down which helps control the board of course. Works well with cards that tap creatures down such as Crippling Chill and Rush of Ice, letting you keep things tapped, and give you a blocker.

You run a lot of counter magic but tap out a lot. I'd want to make my draw power instant speed at least. Anticipate, Think Twice, Jace's Ingenuity, Blue Sun's Zenith, anything like those that will let you keep mana up to counter if you need it, and if you don't just draw at the end of their turn. If you are set on Pore Over the Pages though, then I like running 4x Nagging Thoughts as well, you untap the land from Pore, then use it to pay the madness for Nagging Thoughts, they are perfect together.

Other cards that work really well in mono-blue control, these are great for the early game and staying alive; Clutch of Currents as it's good early and as a later draw as well, Sensory Deprivation as faux one mana removal, and Prism Ring for a decent amount of life game to keep you alive til the mid. Then as you don't have wraths available to you, you can run Devastation Tide and/or Engulf the Shore, which are both really powerful. And the creatures you run have sort of ETBs so you don't lose value there either really.

Just a few ideas for you there to think about.

GeekMomWife on Tap, Trap, Mill, Repeat

2 years ago

I cannot yet tell you what this deck plays like for me; I am new to MTG and I like to play combo decks that both control and have a bit of aggression. I built this one with some exceptions because I have many of the same cards. I replaced some cards and added a few that I felt might win the end game once the tapping, trapping, and milling had done their work.

I side-boarded Glacial Crasher for now; I only play with my husband and he does not run a red deck.

I did not have Ninja of the Deep Hours so I replaced it with 2X Breaching Hippocamp despite there not being Ninjitsu. I also did not have any comparable defender walls with 7 Toughness for such a low mana cost, so I added in three creatures: Glacial Stalker, Dirgur Nemesis (who happens to be a defender with some bite,) and Kraken of the Straits. These are high mana cost but I added Mage-Ring Network to build up additional mana, if it is required (and it very well might be.) I added Leviathan to basically try to end the game.

I had to find something to replace Counterspell because I do not have that card; I replaced it with Psychic Rebuttal which also has Spell Mastery so I can copy the countered spell. I added 2X Annul because my husband runs a White/Black Ally deck that has a lot of enchantment in it so I needed a way to counter his life-building strategy. I did not have Snap, High Tide, or Telling Time so I tried to build that up using Skyline Cascade for mana and then adding 2X Retraction Helix.

I have no Clutch of Currents. I decided instead to add 2X Fascination, 2X Void Snare, and added Anchor to the Aether (which also offers Scry 1.) Then I added Tome Scour because it is one of my favourites at 1 blue mana cost for just disrupting my husband's game plan. I love Sorcery and Enchantments. I had no Singing Bell Strike so I had to replace it out then add a few more of my own favourites. 2X Aqueous Form, 1X Sensory Deprivation, 1X Containment Membrane, 1X Monastery Siege, 1X Reduce in Stature, and 1X Pin to the Earth. My go-to blue favourites so far (but I have many more to learn.)

I am going to play this deck tonight and see how it feels. Blue is still tricky for me yet because I am a new player but I am excited to have used your construct and worked with it. Thank you!