Solitary Confinement

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Judgment (JUD) Rare

Combos Browse all

Solitary Confinement

Enchantment

At the beginning of your upkeep, sacrifice Solitary Confinement unless you discard a card.

Skip your draw step.

You have shroud. (You can't be the target of spells or abilities.)

Prevent all damage that would be dealt to you.

Price & Acquistion Set Price Alerts

JUD

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Solitary Confinement Discussion

vishnarg on Solitary Confinement simple question

1 month ago

Very basic, noob question about Solitary Confinement: If during my upkeep I have no cards in hand, am I forced to sacrifice it? Thanks.

Rhadamanthus on With Necropotence and Solitary Confinement ...

1 month ago

Solitary Confinement only prevents damage, and doesn't stop the life loss from either Necropotence or Phyrexian Arena.

The key thing to know is that damage and life loss are two different things. Losing life is the most common result of taking damage, but it's also possible to lose life without taking any damage (Phyrexian Arena, Bump in the Night, etc.) and there are even some situations where damage doesn't actually cause life loss (the Infect ability on Glistener Elf and friends is the best example).

witemouse on With Necropotence and Solitary Confinement ...

1 month ago

I look at a lot of decks and see this combo, but when I see it Necropotence the life is a cost, not actual damage. So Solitary Confinement shouldn't stop that damage, correct? I feel like I'm missing something. Maybe with Phyrexian Arena where it says lose 1 life might be different?

PrepaidLenin on DanceDanceRevolution (Zur EDH)

1 month ago

I've tried Solitary Confinement, but I found I didn't like it in a lot of situations. If you don't have unlimited hand size but necro is in play it gets kind of awkward for instance. I'd like to play Rest in Peace anyways because it has a lot of utility, so this is what I arrived on.

I do want to try the Solemnity/Decree of Silence lock, but I wasn't able to trade for a Solemnity and now the price is way up so that's on the back burner for now.

I think Laboratory Maniac is cool, but he'd be at his best in a Doomsday build. And I don't want to inflict that on my friends its very non interactive and unfun.

Phyrexian Unlife is also cool and I might test that at some point.

Mandalorian on DanceDanceRevolution (Zur EDH)

1 month ago

Solitary Confinement is another great tutor target that goes well with infinite hands

Phyrexian Unlife+Solemnity is also a tutorable combo that makes you immortal

Laboratory Maniac is another win condition for drawing your deck

Mandalorian on Budget Zur < 150$

1 month ago

Some Zur tagets you may not have considered yet!

Phyrexian Unlife+Solemnity so you can be killed. going below 0 life would require getting infect counters from Unlife, Solemnity prevent that.

Rest in Peace

Solitary Confinement

Copy Enchantment

Diplomatic Immunity

Steel of the Godhead

Mana Breach

Rhystic Study

Necropotence

Karmic Justice

Other good Zur stuff

Hanna, Ship's Navigator

Monk Idealist

Sphere of Safety

Strionic Resonator

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

1 month ago

I will take your word for the power of your Pillow Fort in your meta, but I don't see anything that is overly powered beyond the usual Marchesa Fort. Lightmine Field will clear a board sometimes and can be useful, Island Sanctuary has limited effect in EDH given the number of flying creatures even if it is a viable alternative to Solitary Confinement in some cases, Blazing Archon is solid, but way too expensive to affect most games, and creatures are the most fragile of permanents, and the rest is pretty bog standard Pillow Fort. Don't overestimate how secure you will be. A Pillow Fort is powerful not for making you invincible, but for changing behavior at the table by making you a less desirable target, and sometimes, a stronger Fort is weaker than a more subtle fort. Politics is the art of convincing people that your way is the best, and that often happens when they feel they are getting the better deal. I am not sure I see how the curses do that in most instances, and were you to play them against me, I am not sure I would behave the way you are suggesting people will.

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

1 month ago

That is basically how it has worked. I have played Thaumatic Compass twice. Both times I only fetched a few times. It flipped both times pretty naturally at 7 lands.

It is nice that you can use it at instant speed, making it hurt less to keep open mana for reaction spells, since at least you can fetch a land before your turn. That makes it similar to another Weathered Wayfarer, since the addition of cards in hand is good, even if you have no interest in playing them as lands. You can just pitch them to Solitary Confinement or Key to the City. When it flips, you get a Maze of Ith! Even if you just play it early and then wait for it to naturally flip, it is good.

I think that the cost looks higher than it will actually be. It's almost like the comes-into-play-tapped lands. They can slow you down, but you can learn to play around them so that you don't really notice most of the time. The cost seems steep, but if you mostly ignore it and just pump mana in when it is otherwise sitting idle, you get good value out of it. Don't think about it like a Maze that costs multiple turns in a row to make active. Think of it as a late game Maze that can be brought online sooner by spending otherwise unused mana that you held open for reactive instants, and with a side benefit of the occasional mana fixing land drop ability. It is a pseudo-ramp, pseudo-fixing, pseudo-draw, late game pillow fort. At this point, I feel like it fits right in.

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